System and method for utilizing a mobile device to log a user into a gaming establishment system

ABSTRACT

A system which enables a user to log into one or more gaming establishment management systems using both of a biometric identifier capture device of a gaming establishment device and also using a biometric identifier capture device of an identified user&#39;s mobile device.

PRIORITY CLAIM

This application is a continuation of, claims the benefit of andpriority to U.S. patent application Ser. No. 16/988,842, filed on Aug.10, 2020, which is a continuation of, claims the benefit of and priorityto U.S. patent application Ser. No. 16/281,644, filed on Feb. 21, 2019,now U.S. Pat. No. 10,741,020, the entire contents of which are eachincorporated by reference herein.

BACKGROUND

Electronic gaming machines may provide players awards in primary games.Electronic gaming machines generally require the player to place a wagerto activate the primary game. The award may be based on the playerobtaining a winning symbol or symbol combination and on the amount ofthe wager.

BRIEF SUMMARY

In certain embodiments, the present disclosure relates to a gamingestablishment device including a communication interface, a facialrecognition data capture device, a processor, and a memory device whichstores a plurality of instructions. When executed by the processor, theinstructions cause the processor to obtain, via the facial recognitiondata capture device, first facial recognition data of an unidentifieduser, and wirelessly receive, via the communication interface and from amobile device, second facial recognition data of an identified userassociated with the mobile device, wherein the second facial recognitiondata is obtained via a facial recognition data capture device of themobile device. When executed by the processor responsive to the firstfacial recognition data corresponding to the second facial recognitiondata, the instructions cause the processor to automatically identify theunidentified user as the identified user of the mobile device.

In certain embodiments, the present disclosure relates to a gamingestablishment device including a communication interface, a processor,and a memory device which stores a plurality of instructions. Whenexecuted by the processor, the instructions cause the processor towirelessly receive, via the communication interface and from a mobiledevice, first biometric data associated with an identified user of themobile device. When executed by the processor responsive to the wirelessreceipt of the first biometric data, the instructions cause theprocessor to obtain second biometric data associated with anunidentified user of the gaming establishment device, wherein the secondbiometric data is passively obtained independent of any action of theunidentified user of the gaming establishment device to provide thesecond biometric data. When executed by the processor responsive to adetermination that the first biometric data corresponds to the secondbiometric data, the instructions cause the processor to automaticallyidentify the unidentified user of the gaming establishment device as theidentified user of the mobile device.

In certain embodiments, the present disclosure relates to a method of agaming establishment device including obtaining, via a facialrecognition data capture device, first facial recognition data of anunidentified user, and wirelessly receiving, via a communicationinterface and from a mobile device, second facial recognition data of anidentified user associated with the mobile device, wherein the secondfacial recognition data is obtained via a facial recognition datacapture device of the mobile device. Responsive to the first facialrecognition data corresponding to the second facial recognition data,the method includes automatically identifying, by a processor, theunidentified user as the identified user of the mobile device.

Additional features are described herein, and will be apparent from thefollowing Detailed Description and the figures.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 is a flow chart of an example process for operating a systemwhich automatically identifies a user of an EGM based on facialrecognition data captured by the EGM and a mobile device.

FIG. 2A is an example graphical user interface displayed on a mobiledevice in connection with obtaining facial recognition data from a userof a mobile device.

FIG. 2B is a schematic diagram illustrating the capturing of facialrecognition data of a user of a mobile device as disclosed herein.

FIG. 2C is a schematic diagram illustrating the capturing of facialrecognition data of a user of an electronic gaming machine as disclosedherein.

FIG. 3 is a schematic block diagram of one embodiment of an electronicconfiguration of an example electronic gaming machine as disclosedherein.

FIGS. 4A and 4B are perspective views of example alternative embodimentsof an electronic gaming machine as disclosed herein.

DETAILED DESCRIPTION

The present disclosure relates to a gaming establishment device whichenables a user to log into one or more gaming establishment systemsusing both of a biometric identifier capture device of that gamingestablishment device and also using a biometric identifier capturedevice of an identified user's mobile device.

In various embodiments, the biometric identifier captured by both thegaming establishment device and the mobile device includes facialrecognition data. In these embodiments, the system disclosed hereinutilizes a first facial recognition data capture device, such as a firstcamera, of a gaming establishment device, such as an electronic gamingmachine (“EGM”), and a second facial recognition data capture device,such as a second camera, of an identified user's mobile device to logthe identified user into the gaming establishment device without theuser needing to actively identify themselves to the gaming establishmentdevice. As such, by using facial recognition data of an identified userof a mobile device as well as facial recognition data captured by agaming establishment device, the system enables the identified user ofthe mobile device to identify themselves to the gaming establishmentdevice without the user needing to engage the gaming establishmentdevice, such as without the user making one or more inputs to log intothe gaming establishment device and/or one or more gaming establishmentmanagement systems accessible via the gaming establishment device.

More specifically, in certain embodiments, the system of the presentdisclosure enables a user, such as a player, to log into or otherwiseidentify themselves to a gaming establishment's mobile deviceapplication being run on a mobile device. During this logging in process(or during a prior setting up of the user's mobile device applicationprofile), the mobile device application utilizes the camera of themobile device to capture facial recognition data of the identified user.

In these embodiments, in addition to obtaining facial recognition dataof an identified user of a mobile device, when the user arrives at anEGM (such as when the EGM detects a presence of a mobile device), acamera of the EGM captures facial recognition data of the user. The EGM(or other suitable gaming establishment component) then compares the EGMcaptured facial recognition data of the user to the mobile devicecaptured facial recognition data of the user (which is communicated tothe EGM via an establishment wireless communication link between themobile device and the EGM (or a component of a gaming establishmentmanagement system associated with the EGM)) to determine whether theidentified user of the mobile device is the unidentified user of theEGM. That is, the system disclosed herein compares the facialrecognition data of a user identified via that user's mobile device tothe facial recognition data of an unidentified user at an EGM topotentially automatically identify the user of the EGM withoutrequesting the user of the EGM to otherwise identify themselves.

Responsive to the facial recognition data captured by the camera of theEGM corresponding to (e.g., matching within a designated degree ofconfidence) the facial recognition data captured by the camera of themobile device (i.e., responsive to using facial recognition data frommultiple devices to determine that a previously unidentified user at anEGM is an identified user of a mobile device), the system automaticallylogs the user into the EGM and/or one or more gaming establishmentmanagement systems accessible via the EGM. Such a configuration thusenables a user to log into an EGM without the use of a physical playertracking card thereby benefiting the user by providing that as long asthe user has their mobile device, they will be automatically logged intothe EGM (upon a biometric-based confirmation of their identify) and thusable to accumulate comps for their gaming activity. As such, the mobiledevice facilitated automatic login system of the present disclosureturns the active step of a user logging into the EGM into a passive stepwhich saves the user time (and increases the operational efficiency ofthe EGM by automating a manual procedure).

FIG. 1 is a flowchart of an example process or method of operating thesystem of the present disclosure. In various embodiments, the process isrepresented by a set of instructions stored in one or more memories andexecuted by one or more processors. Although the process is describedwith reference to the flowchart shown in FIG. 1, many other processes ofperforming the acts associated with this illustrated process may beemployed. For example, the order of certain of the illustrated blocks ordiamonds may be changed, certain of the illustrated blocks or diamondsmay be optional, or certain of the illustrated blocks or diamonds maynot be employed.

In certain embodiments, upon a mobile device application triggeringevent, the mobile device launches a mobile device application asindicated in block 102.

In certain embodiments, the mobile device application is a locationbased digital wallet enabled application, such as a Passbook-enabled orWallet-enabled application, which is accessible when the user enters agaming establishment. In certain embodiments, the mobile deviceapplication is downloaded to the mobile device from an applicationstore. In another embodiment, the mobile device application isdownloaded to the mobile device from one or more websites or applicationstores affiliated with the gaming establishment (which are accessibledirectly by the user's mobile device and/or by a link opened when theuser or player scans a QR code associated with an EGM, a point-of-saleterminal associated with the gaming establishment or anylocation-designating display).

In certain embodiments, the mobile device application triggering eventautomatically occurs. In one such embodiment, the mobile deviceapplication triggering event occurs when the user, such as a player,enters the gaming establishment. In certain embodiments, the mobiledevice application triggering event occurs responsive to an occurrenceof one or more events. In one such embodiment, the mobile deviceapplication triggering event occurs responsive to one or more inputsreceived, via the mobile device, by the user of the mobile device.

In various embodiments, upon a mobile device facial recognition event,the mobile device application obtains facial recognition data of theuser of the mobile device as indicated by block 104.

In certain embodiments, the mobile device facial recognition eventoccurs upon a launching of the mobile device application. In differentembodiments, the mobile device facial recognition event occurs each timethe mobile device application is launched, each time the mobile deviceapplication is launched after not being previously launched for adesignated period of time, or the first time the mobile deviceapplication is launched when no facial recognition data was previouslyobtained in association with the mobile device application). In theseembodiments, in association with launching or otherwise accessing themobile device application, the mobile device application obtains facialrecognition data of the user of the mobile device.

In certain embodiments, the mobile device facial recognition eventautomatically occurs. In certain such embodiments, the mobile devicefacial recognition event automatically occurs based on a location of themobile device, such as upon the mobile device determining, via ageolocation module configured to receive GPS signal information todetermine the location of the mobile device, that its location is withina designated distance of an EGM.

In certain embodiments, the mobile device facial recognition eventoccurs upon the mobile device receiving one or more user inputsassociated with the mobile device facial recognition event. In theseembodiments, following the launching of the mobile device applicationand the mobile device application enabling the user to access the mobiledevice application (with or without an additional authentication of theuser), the mobile device facial recognition event occurs responsive to auser's request to obtain facial recognition data of the user.

In certain embodiments, the mobile device application obtains the facialrecognition data of the user of the mobile device utilizing one or morefacial recognition data captures devices, such as cameras, of the mobiledevice. In one such embodiment, the mobile device application requestsaccess to use the camera of the mobile device and upon the user of themobile device granting access, the mobile device application utilizesthe camera of the mobile device to take one or more facial picturesand/or videos of the user of the mobile device to obtain such facialrecognition data. In certain other embodiments, the mobile deviceapplication enables a user of the mobile device to select one or morephotographs and/or videos stored by the mobile device (or otherwiseaccessible via the mobile device) to obtain such facial recognitiondata.

In certain embodiments, the mobile device application determines thefacial recognition data in association with the mobile device facialrecognition event such that the facial recognition data is determined inreal-time based on the occurrence of the mobile device facialrecognition event. In certain such embodiments, the mobile deiceapplication determines the user's facial recognition data relative tothe viewing area of the display device based on the position of theuser's face relative to the mobile device and an angle of the user'sface. In these embodiments, following the mobile device application 220of the mobile device 210 prompting the user of the mobile device to lookat a designated spot of the mobile device 230 a to facilitate thecapturing of the user's facial recognition data from the mobile device(as seen in FIG. 2A), one or more data capture devices 250 capturefacial recognition data of the user as the user moves in a face/headtracking zone such as the face/head tracking zone 240 shown in front ofthe mobile device 210 (as seen in FIG. 2B). It should be furtherappreciated that while illustrated as utilizing one data capturedevices, any suitable number of data capture devices may be employed.

In certain embodiments, in addition to utilizing the facial recognitiondata of the user of the mobile device to identify the user at an EGM,the facial recognition data of the user of the mobile device is utilizedto enable the user of the mobile device to access the mobile deviceapplication. In these embodiments, if the mobile device applicationdetermines that the user of the mobile device is an authentic user(i.e., the obtained facial recognition data of the user corresponds topreviously stored facial recognition data of the user), the mobiledevice application enables the user to proceed to access the mobiledevice application. On the other hand, if the mobile device applicationdetermines that the user of the mobile device is not an authentic user(i.e., the obtained facial recognition data of the user does notcorrespond to the previously stored facial recognition data of theuser), the mobile device application prompts the user to attempt toauthenticate themselves again. If the user is unable to authenticatethemselves within a designated quantity of attempts, the mobile deviceapplication locks itself for a designated period of time as a securitymeasure.

In certain embodiments, the mobile device application informs the userthat the mobile device is obtaining facial recognition data. In otherembodiments, the mobile device application automatically obtains facialrecognition data without informing the user. In certain of suchembodiments, the mobile device application enables a user to opt-out (oralternatively opt-into) this feature as well as enables the user toconfigure notifications of when facial recognition data is beingcaptured.

In certain embodiments, the mobile device application stores previouslydetermined facial recognition data, such as facial recognition dataobtained when the user initially set up the mobile device application,wherein the mobile device application retrieves the stored facialrecognition data in association with the occurrence of the mobile devicefacial recognition event. In certain embodiments, one or more servers incommunication with the mobile device store the facial recognition datasuch that in association with the occurrence of the mobile device facialrecognition event, the mobile device communicates a request for thestored facial recognition data from the server.

It should be appreciated that since the mobile device application beingexecuted on a mobile device is associated with an identified user, themobile device application associates the facial recognition dataobtained by the mobile device application with the identified user. Thatis, since a user of the mobile device application identifies themselvesduring at least the initial setting up of the mobile device application,when the mobile device application subsequently captures or otherwiseobtains facial recognition data of an authenticated user whom hasaccessed the mobile device application, the mobile device applicationassociates the identified user with such facial recognition data.

Following the occurrence of the mobile device facial recognition eventand the mobile device obtaining the facial recognition data of the userof the mobile device, upon an EGM facial recognition event associatedwith a user at an EGM, the EGM obtains facial recognition data of thecurrent user of the EGM as indicated by block 106.

In certain embodiments, the EGM facial recognition event automaticallyoccurs. In certain such embodiments, the EGM facial recognition eventautomatically occurs based on a mobile device pairing with the EGM. Thatis, upon an establishment of a wireless communication link between themobile device executing the mobile device application and an EGM, an EGMfacial recognition event automatically occurs and the EGM obtains facialrecognition data of the user currently at the EGM. In one suchembodiment, the wireless communication link includes a direct pairingsuch that when the user of the mobile device is currently located at orotherwise engaging with an EGM, a direct pairing or linkage occursbetween the mobile device and the EGM (or a component of a gamingestablishment management system, such as a SMIB, located inside the EGM)utilizing one or more wireless communication protocols. In another suchembodiment, the wireless communication link includes an indirect pairingsuch that when the user of the mobile device is currently located at orotherwise engaging with an EGM and wirelessly connected to one or moreservers of a gaming establishment, an indirect pairing or linkage occursbetween the mobile device and the EGM (or one or more components of agaming establishment management system located inside the EGM) via theone or more gaming establishment servers.

In various embodiments, the communication with the mobile device canoccur through one or more network interfaces, such as wirelessinterfaces, of the EGM which are configured to receive information. Inone such embodiment, the wireless interface is integrated into thecabinet of the EGM, and a processor of the EGM is configured tocommunicate directly with and send commands to the wireless interface.In another embodiment, the wireless interface is integrated into adevice mounted to and/or within a cabinet of an EGM, such as a SMIB orother component of a gaming establishment. In certain embodimentswherein the wireless interface is embedded in a secondary device, theprocessor of the EGM sends commands to control the wireless interfacevia a secondary controller.

In certain embodiments, the wireless communication is established viathe EGM and mobile device sending one or more wireless communicationsignals, such as Bluetooth™ signals and/or Bluetooth™ Low Energy (“BLE”)signals, one or more cellular communication standard (e.g., 3G, 4G, LTE)signals, one or more Wi-Fi compatible standard signals and/or one ormore short range communication signals, such as near field communication(“NFC”) signals protocol). In certain embodiments, the wirelesscommunication is established via the scanning of one or moremachine-readable codes, such as a QR code. In these embodiments, the EGM(or one or more components of a gaming establishment management systemlocated inside the EGM) generates and displays a machine readable code,such as the QR code displayed on a display device of the EGM. In thisembodiment, the user launches the mobile device application from theuser's mobile device and scans the machine readable code, such as the QRcode. In one such embodiment, scanning the machine readable code withthe mobile device running the mobile device application places themobile device and the gaming establishment component in wirelesscommunication with each other.

In certain other embodiments, the EGM facial recognition eventautomatically occurs based on a location of the mobile device, such asupon the mobile device determining, via a geolocation module configuredto receive GPS signal information to determine the location of themobile device, that its location is within a designated distance of theEGM. In certain other embodiments, the EGM facial recognition eventautomatically occurs upon one or more events occurring at the EGM. Forexample, upon the EGM determining that a player has established apositive credit balance, the EGM facial recognition event occurs.

In certain embodiments, the EGM facial recognition event occurs upon theEGM receiving one or more user inputs associated with the EGM facialrecognition event. In these embodiments, the EGM facial recognitionevent occurs responsive to a user's request to obtain facial recognitiondata of the user.

In certain embodiments, the EGM obtains the facial recognition data ofthe user of the mobile device utilizing one or more facial recognitiondata captures devices, such as cameras, of the EGM. In certain suchembodiments, the EGM determines the facial recognition data inassociation with the EGM facial recognition event such that the facialrecognition data is determined in real-time based on the occurrence ofthe EGM facial recognition event. In one such embodiment, the EGMutilizes the camera of the EGM to take one or more facial picturesand/or videos of the user of the EGM to obtain such facial recognitiondata. In certain such embodiments, the EGM determines the user's facialrecognition data relative to the viewing area of the display devicebased on the position of the user's face relative to the EGM and anangle of the user's face. In these embodiments, as seen in FIG. 2C, oneor more data capture devices 260 capture facial recognition data of theuser as the user moves in a face/head tracking zone such as theface/head tracking zone 270 shown in front of the EGM 280. It should befurther appreciated that while illustrated as utilizing three datacapture devices, any suitable number of data capture devices may beemployed.

In certain embodiments, the EGM informs the user that the EGM isobtaining facial recognition data. In other embodiments, the EGMautomatically obtains facial recognition data without informing theuser. In certain of such embodiments, the EGM enables a user to opt-out(or alternatively opt-into) this feature as well as enables the user toconfigure notifications of when facial recognition data is beingcaptured.

In certain embodiments, the system stores previously determined facialrecognition data, such as facial recognition data obtained from a priorgaming session which is stored in association with a player trackingaccount wherein the EGM retrieves the stored facial recognition data inassociation with the occurrence of the EGM facial recognition event. Incertain embodiments, one or more servers in communication with the EGMstore the facial recognition data such that in association with theoccurrence of the EGM facial recognition event, the EGM communicates arequest for the stored facial recognition data from the server.

In addition to the EGM obtaining facial recognition data of the user ofthe EGM, the EGM obtains the facial recognition data obtained by themobile device as indicated in block 108 of FIG. 1. In certainembodiments wherein the wireless communication link between the EGM (ora component of a gaming establishment management system, such as a SMIB,located inside the EGM) and the mobile device includes a direct pairing,the mobile device communicates the mobile device captured facialrecognition data to the EGM (or a component of a gaming establishmentmanagement system, such as a SMIB, located inside the EGM) utilizing oneor more wireless communication protocols. In certain embodiments whereinthe wireless communication link between the EGM (or a component of agaming establishment management system, such as a SMIB, located insidethe EGM) and the mobile device includes an indirect pairing, the mobiledevice communicates the mobile device captured facial recognition datato the EGM (or one or more components of a gaming establishmentmanagement system located inside the EGM) via the one or more gamingestablishment servers. In certain embodiments wherein one or moreservers store the mobile device captured facial recognition data, suchservers communicate the mobile device captured facial recognition datato the EGM (or a component of a gaming establishment management system,such as a SMIB, located inside the EGM).

After obtaining both the mobile device captured facial recognition dataof an identified user and the EGM captured facial recognition data of anunidentified (or otherwise yet to be identified) user, the systemdisclosed herein determines whether the facial recognition data of theidentified user obtained by the mobile device matches the facialrecognition data of the unidentified user obtained by the EGM asindicated by diamond 110 of FIG. 1. That is, the system determines,based on a comparison of facial recognition data obtained from twoindependent sources, whether the identified user of the mobile device isor is not currently at the EGM. Put differently, the system disclosedherein compares the facial recognition data of a user identified viathat user's mobile device to the facial recognition data of anunidentified user at an EGM to potentially automatically identify theuser of the EGM without requesting the user of the EGM to otherwiseidentify themselves.

In certain embodiments, the EGM (or one or more components of a gamingestablishment management system located inside the EGM) compares thefacial recognition data obtained by the mobile device to the facialrecognition data obtained by the EGM. In these embodiments, followingthe EGM obtaining facial recognition data of the user of the mobiledevice and following a wireless communication link being establishedbetween the mobile device and the EGM (or one or more components of agaming establishment management system located inside the EGM), asindicated above, the mobile device application communicates the mobiledevice obtained facial recognition data to the EGM (or one or morecomponents of a gaming establishment management system located insidethe EGM). Upon receipt of such data, the EGM (or one or more componentsof a gaming establishment management system located inside the EGM)determines whether the facial recognition data of the user obtained bythe EGM matches (within a designated degree of confidence) the receivedmobile device obtained facial recognition data of the user.

In certain embodiments, one or more user identity servers compare thefacial recognition data obtained by the mobile device to the facialrecognition data obtained by the EGM. In these embodiments, followingthe EGM and mobile device each obtaining facial recognition data of theuser of the mobile device, the EGM and mobile device each communicatethe obtained facial recognition data to the user identity server. Uponreceipt of such data, the user identity server determines whether thefacial recognition data of the user obtained by the EGM matches thereceived mobile device obtained facial recognition data of the user.

In certain embodiments, a match occurs between the facial recognitiondata of the user obtained by the EGM the facial recognition data of theuser obtained by the mobile device if at least a designated percentageof the data matches. For example, due to different lighting situationsbetween the capturing of the facial recognition data of the user by themobile device and the EGM, a match between the facial recognition dataof the user obtained by the EGM and the facial recognition data of theuser obtained by the mobile device occurs if 80% of the data matches.

If the system determines that the facial recognition data of the userobtained by the EGM matches the received mobile device obtained facialrecognition data of the user, then the EGM (or one or more components ofa gaming establishment management system located inside the EGM)proceeds to automatically identify the user at the EGM as the identifieduser of the mobile device and automatically log the user into the EGM asindicated in blocks 112 and 114. That is, upon the system determiningthat the identified user of the mobile device is the same user currentlyat the EGM, the system proceeds to automatically log the player into theEGM. By using facial recognition data of an identified user of a mobiledevice as well as facial recognition data captured by an EGM, the systemenables the identified user of the mobile device to identify themselvesto the EGM without the user needing to engage the EGM, such as withoutthe user making one or more inputs to log into the EGM and/or one ormore gaming establishment management systems accessible via the EGM. Putdifferently, the system disclosed herein utilizes both an EGM and amobile device (which is distinct from the EGM) to automaticallyauthenticate a user of an EGM and automatically log the user of the EGMinto one or more gaming establishment systems associated with the EGM.Such a configuration thus enables a user, such as a player, to log intoan EGM without the use of a physical player tracking card therebybenefiting the user by providing that as long as the player has theirmobile device, they will be automatically logged into the EGM and thusable to accumulate comps for their gaming activity (thereby reducing oreliminating occurrences of a player not accumulating comps for theirgaming activity because the player forget to insert a physical playertracking card). As such, the mobile device facilitated automatic loginsystem of the present disclosure turns the active step of a playerlogging into the EGM into a passive step which saves the player time(and increases the operational efficiency of the EGM by automating amanual procedure).

In certain embodiments, logging a user into an EGM utilizing facialrecognition data obtained from both the EGM and a mobile device includeslogging the player into a gaming establishment management system, suchas a player tracker system, from the EGM such that the gamingestablishment management system tracks the activities at the EGM asbeing associated with the identified user. In these embodiments, suchenhanced tracking of the activities of the identified user at the EGMbolsters the system's capabilities of associating users with activitiespertaining to one or more persistent elements of a game and/orpertaining to maintaining an accurate leaderboard of different usersactivities. In certain embodiments, logging a user into an EGM utilizingfacial recognition data obtained from both the EGM and a mobile deviceincludes logging the player into a gaming establishment financialsystem, such as a cashless wagering system, from the EGM such that thegaming establishment financial system may transfer funds to and from theEGM associated with the identified user. In certain embodiments, logginga user into an EGM utilizing facial recognition data obtained from boththe EGM and a mobile device includes logging the player into a gamingestablishment wagering system, such as a sports wagering system, fromthe EGM such that the gaming establishment wagering system enables theplacement of wagers, such as sports wagers, from the EGM associated withthe identified user.

On the other hand, if the system determines that the facial recognitiondata of the user obtained by the EGM does not match the received mobiledevice obtained facial recognition data of the user, then as indicatedin block 116 of FIG. 1, the EGM (or one or more components of a gamingestablishment management system located inside the EGM) does notautomatically identify the user at the electronic gaming machine as theidentified user of the mobile device. That is, upon the systemdetermining that the identified user of the mobile device is not thesame user as the user currently at the EGM, the system does notautomatically log the player into the EGM. In certain embodiments, uponsuch a non-matching determination, the EGM and/or mobile device notifiesthe user, via one or more messages, that the automatic logging into theEGM via the EGM and mobile device did not work. In various embodiments,the messages inform the user to try logging into the EGM using analternative logging in procedure.

It should be appreciated that while described in association withenabling a user to identify themselves to and log into an EGM utilizingfacial recognition data obtained from both the EGM and a mobile device,in different embodiments, the system enables a user to identifythemselves utilizing facial recognition data obtained from a mobiledevice and any suitable gaming terminal, such as a sports bettingterminal, a video lottery terminal, and/or a gaming terminal associatedwith a gaming table; any suitable kiosk, such as a sports betting kioskand/or a ticket redemption kiosk; and/or any suitable componentassociated with a gaming establishment such as a retail point-of-saleterminal associated with the gaming establishment.

It should be additionally appreciated that while described inassociation with the user being a player logging into an EGM utilizingfacial recognition data obtained from both the EGM and a mobile device,in different embodiments, the system enables a non-player user to loginto an EGM (or other gaming establishment components) utilizing facialrecognition data obtained from both the EGM (or other gamingestablishment components) and a mobile device. For example, if the useris a gaming establishment personnel and the gaming establishmentcomponent includes a workstation, the system disclosed herein enablesfacial recognition data obtained from a mobile device of the gamingestablishment personnel to be transmitted to a gaming establishmentworkstation which then utilizes one or more cameras to capture facialrecognition data of the gaming establishment personnel to provide accessto the workstation upon the facial recognition data sets matching.

It should be further appreciated that while described herein as thesystem utilizing facial recognition data obtained from both a mobiledevice and an EGM to identify a user and facilitate the automaticlogging in of that user to one or more gaming establishment components,such as the EGM or a player tracking system associated with the EGM, anysuitable biometric identifier may be utilized by the system disclosedherein. That is, the system disclosed herein is configured to utilizeone or more biometric-based factors (i.e., one or more biometricidentifiers associated with the user, such as a scanned fingerprint, arecognized iris and/or an identified voice) obtained from both a mobiledevice and an EGM to facilitate the automatic identification of a user,such as a player, in association with one or more gaming establishmentcomponents. As such and to capture one or more biometric identifiers,the mobile device and EGM each include various biometric detectingdevices configured to detect individualized biometrics of a user. In onesuch embodiment, the mobile device and EGM each includes a fingerprintdetector configured to read a fingerprint of a user. In another suchembodiment, the mobile device and EGM each includes a retinal scannerconfigured to scan a user's retinas. In another such embodiment, themobile device and EGM each includes a facial recognition deviceconfigured to recognize one or more features of a user, such as one ormore features of a user's face. In different embodiments, any suitablehardware, such as cameras and microphones, and specialized software canbe used to capture or measure any identifying information of a user,such as but not limited to, vein detection in palms or other bodycomponents, voice recognition, handwriting analysis, keyboard or otherinput styles and tendencies, eye pattern movements, shapes of fingers,hands or other body parts, thermal patterns, and/or blood pressure.

In certain embodiments, following the logging of a user into an EGMutilizing facial recognition data obtained from both the EGM and amobile device, the EGM and/or mobile device application enable the userto access one or more functions of the mobile device application. Inthese embodiments, the mobile device application is associated with aplurality of different functions wherein such functions may each beenabled or disabled depending on whether or not the user properlyidentified themselves to the EGM utilizing facial recognition dataobtained from both the EGM and a mobile device. In differentembodiments, the different functions which may be enabled/disabledinclude, but are not limited to, obtaining an offer, ordering a drink,making a reservation at a restaurant, modifying a reservation at arestaurant, making entertainment reservations, modifying entertainmentreservations, learning information about various hotels, gamingestablishments, restaurants, entertainment and/or travel services,making a reservation to play a particular EGM, modifying a reservationto play a particular EGM, accessing a gaming establishment resortaccount, such as a cashless wagering account and/or a gamingestablishment retail account, transferring funds (either as cashlesscredits, non-cashable credits, promotional funds) from one gamingestablishment account to another gaming establishment account (such asdescribed in U.S. Published Patent Application No. 2017/0092054),enrolling in a player tracking system (i.e., a loyalty program), logginga player into a gaming establishment loyalty account, such as a playertracking system account, logging a player out of a gaming establishmentloyalty account, redeeming comps associated with a player trackingsystem, checking a quantity of player tracking points, updating theuser's information, redeeming qualified promotions or bonuses,purchasing a lottery ticket, purchasing a sporting event wageringticket, communicating with another user, communicating with a host orgaming establishment employee, reporting a malfunction of an EGM,calling for service of an EGM, searching for a specific player/EGM,joining a tournament, joining a progressive event, forming a group withone or more other players, modifying the function of at least onesetting of an EGM (such as, but not limited to, modifying an auto-playsetting, a double-up setting, a value selection setting, a paylineselection setting, a wager selection setting, a multi-play selectionsetting, a volume selection setting), choosing a game to play, storingone or more games as favorites, rating a game, browsing informationpertaining to the different games available (such as, but not limitedto: pay table information, pay screen information, game ruleinformation, game type information, scatter pay information, winningcombination information, historical game pay statistics), accessing ascore card of accomplished events, accessing a tournament leader board,selecting a favorite award to play for, informing the player that an EGMwith their favorite game is nearby, informing the player that an EGMwith a previously played game is nearby, informing the player that anEGM with a game which the player may like (based on the player'sgameplay history) is nearby, guiding the player to a nearby unoccupiedEGM, informing the player that a nearby EGM is “hot” or “cold” (asdetermined by the amount paid by the EGM over a recent period of time),and/or informing the player that a nearby EGM is “due” (as determined byhow long it has been since a progressive award was hit taking intoaccount an average time between progressive award hits). It should beappreciated that any suitable function available in association with oneor more gaming establishment components that is accessible via a mobiledevice application may be enabled/disabled in association with the userlogging into the EGM utilizing facial recognition data obtained fromboth the EGM and a mobile device.

In various embodiments, in addition to or an alternative from enabling auser to log into an EGM utilizing facial recognition data obtained fromboth the EGM and a mobile device, the system utilizes facial recognitiondata obtained from both the EGM and a mobile device to log a user out ofan EGM. In these embodiments, after a user has logged into an EGM(either automatically as described above or via the use of a physical orvirtual player tracking card), the EGM periodically uses one or morecameras to obtain facial recognition data of the user of that EGM. Inthese embodiments, the system then compares the obtained facialrecognition data to the facial recognition data of the previouslyidentified user of the EGM (which was previously obtained from theuser's mobile device, currently obtained from the user's mobile deviceand/or retrieved from one or more servers in association with theidentified user's account) to determine if a match still occurs. If nomatch occurs (i.e., the facial recognition data of the previouslyidentified user and the facial recognition data of the current user ofthe EGM indicate different users), then the system logs the previouslyidentified user out of the EGM. On the other hand, if a match occurs(i.e., the facial recognition data of the previously identified user andthe facial recognition data of the current user of the EGM indicate thesame user), then the system does not log the previously identified userout of the EGM.

Gaming Systems

The above-described embodiments of the present disclosure may beimplemented in accordance with or in conjunction with one or more of avariety of different types of gaming systems, such as, but not limitedto, those described below.

The present disclosure contemplates a variety of different gamingsystems each having one or more of a plurality of different features,attributes, or characteristics. A “gaming system” as used herein refersto various configurations of: (a) one or more central servers, centralcontrollers, or remote hosts; (b) one or more electronic gaming machinessuch as those located on a casino floor; and/or (c) one or more personalgaming devices, such as desktop computers, laptop computers, tabletcomputers or computing devices, personal digital assistants, mobilephones, and other mobile computing devices.

Thus, in various embodiments, the gaming system of the presentdisclosure includes: (a) one or more electronic gaming machines incombination with one or more central servers, central controllers, orremote hosts; (b) one or more personal gaming devices in combinationwith one or more central servers, central controllers, or remote hosts;(c) one or more personal gaming devices in combination with one or moreelectronic gaming machines; (d) one or more personal gaming devices, oneor more electronic gaming machines, and one or more central servers,central controllers, or remote hosts in combination with one another;(e) a single electronic gaming machine; (f) a plurality of electronicgaming machines in combination with one another; (g) a single personalgaming device; (h) a plurality of personal gaming devices in combinationwith one another; (i) a single central server, central controller, orremote host; and/or (j) a plurality of central servers, centralcontrollers, or remote hosts in combination with one another.

For brevity and clarity and unless specifically stated otherwise, theterm “EGM” is used herein to refer to an electronic gaming machine (suchas a slot machine, a video poker machine, a video lottery terminal(VLT), a terminal associated with an electronic table game, a video kenomachine, a video bingo machine located on a casino floor, a sportsbetting terminal, or a kiosk including, but not limited to a sportsbetting kiosk). Additionally, for brevity and clarity and unlessspecifically stated otherwise, “EGM” as used herein represents one EGMor a plurality of EGMs, “personal gaming device” as used hereinrepresents one personal gaming device or a plurality of personal gamingdevices, and “central server, central controller, or remote host” asused herein represents one central server, central controller, or remotehost or a plurality of central servers, central controllers, or remotehosts.

As noted above, in various embodiments, the gaming system includes anEGM (or personal gaming device) in combination with a central server,central controller, or remote host. In such embodiments, the EGM (orpersonal gaming device) is configured to communicate with the centralserver, central controller, or remote host through a data network orremote communication link. In certain such embodiments, the EGM (orpersonal gaming device) is configured to communicate with another EGM(or personal gaming device) through the same data network or remotecommunication link or through a different data network or remotecommunication link.

In certain embodiments in which the gaming system includes an EGM (orpersonal gaming device) in combination with a central server, centralcontroller, or remote host, the central server, central controller, orremote host is any suitable computing device (such as a server) thatincludes at least one processor and at least one memory device or datastorage device. As further described herein, the EGM (or personal gamingdevice) includes at least one EGM (or personal gaming device) processorconfigured to transmit and receive data or signals representing events,messages, commands, or any other suitable information between the EGM(or personal gaming device) and the central server, central controller,or remote host. The at least one processor of that EGM (or personalgaming device) is configured to execute the events, messages, orcommands represented by such data or signals in conjunction with theoperation of the EGM (or personal gaming device). Moreover, the at leastone processor of the central server, central controller, or remote hostis configured to transmit and receive data or signals representingevents, messages, commands, or any other suitable information betweenthe central server, central controller, or remote host and the EGM (orpersonal gaming device). The at least one processor of the centralserver, central controller, or remote host is configured to execute theevents, messages, or commands represented by such data or signals inconjunction with the operation of the central server, centralcontroller, or remote host. One, more than one, or each of the functionsof the central server, central controller, or remote host may beperformed by the at least one processor of the EGM (or personal gamingdevice). Further, one, more than one, or each of the functions of the atleast one processor of the EGM (or personal gaming device) may beperformed by the at least one processor of the central server, centralcontroller, or remote host.

In certain such embodiments, computerized instructions for controllingany games (such as any primary or base games and/or any secondary orbonus games) displayed by the EGM (or personal gaming device) areexecuted by the central server, central controller, or remote host. Insuch “thin client” embodiments, the central server, central controller,or remote host remotely controls any games (or other suitableinterfaces) displayed by the EGM (or personal gaming device), and theEGM (or personal gaming device) is utilized to display such games (orsuitable interfaces) and to receive one or more inputs or commands. Inother such embodiments, computerized instructions for controlling anygames displayed by the EGM (or personal gaming device) are communicatedfrom the central server, central controller, or remote host to the EGM(or personal gaming device) and are stored in at least one memory deviceof the EGM (or personal gaming device). In such “thick client”embodiments, the at least one processor of the EGM (or personal gamingdevice) executes the computerized instructions to control any games (orother suitable interfaces) displayed by the EGM (or personal gamingdevice).

In various embodiments in which the gaming system includes a pluralityof EGMs (or personal gaming devices), one or more of the EGMs (orpersonal gaming devices) are thin client EGMs (or personal gamingdevices) and one or more of the EGMs (or personal gaming devices) arethick client EGMs (or personal gaming devices). In other embodiments inwhich the gaming system includes one or more EGMs (or personal gamingdevices), certain functions of one or more of the EGMs (or personalgaming devices) are implemented in a thin client environment, andcertain other functions of one or more of the EGMs (or personal gamingdevices) are implemented in a thick client environment. In one suchembodiment in which the gaming system includes an EGM (or personalgaming device) and a central server, central controller, or remote host,computerized instructions for controlling any primary or base gamesdisplayed by the EGM (or personal gaming device) are communicated fromthe central server, central controller, or remote host to the EGM (orpersonal gaming device) in a thick client configuration, andcomputerized instructions for controlling any secondary or bonus gamesor other functions displayed by the EGM (or personal gaming device) areexecuted by the central server, central controller, or remote host in athin client configuration.

In certain embodiments in which the gaming system includes: (a) an EGM(or personal gaming device) configured to communicate with a centralserver, central controller, or remote host through a data network;and/or (b) a plurality of EGMs (or personal gaming devices) configuredto communicate with one another through a data network, the data networkis a local area network (LAN) in which the EGMs (or personal gamingdevices) are located substantially proximate to one another and/or thecentral server, central controller, or remote host. In one example, theEGMs (or personal gaming devices) and the central server, centralcontroller, or remote host are located in a gaming establishment or aportion of a gaming establishment.

In other embodiments in which the gaming system includes: (a) an EGM (orpersonal gaming device) configured to communicate with a central server,central controller, or remote host through a data network; and/or (b) aplurality of EGMs (or personal gaming devices) configured to communicatewith one another through a data network, the data network is a wide areanetwork (WAN) in which one or more of the EGMs (or personal gamingdevices) are not necessarily located substantially proximate to anotherone of the EGMs (or personal gaming devices) and/or the central server,central controller, or remote host. For example, one or more of the EGMs(or personal gaming devices) are located: (a) in an area of a gamingestablishment different from an area of the gaming establishment inwhich the central server, central controller, or remote host is located;or (b) in a gaming establishment different from the gaming establishmentin which the central server, central controller, or remote host islocated. In another example, the central server, central controller, orremote host is not located within a gaming establishment in which theEGMs (or personal gaming devices) are located. In certain embodiments inwhich the data network is a WAN, the gaming system includes a centralserver, central controller, or remote host and an EGM (or personalgaming device) each located in a different gaming establishment in asame geographic area, such as a same city or a same state. Gamingsystems in which the data network is a WAN are substantially identicalto gaming systems in which the data network is a LAN, though thequantity of EGMs (or personal gaming devices) in such gaming systems mayvary relative to one another.

In further embodiments in which the gaming system includes: (a) an EGM(or personal gaming device) configured to communicate with a centralserver, central controller, or remote host through a data network;and/or (b) a plurality of EGMs (or personal gaming devices) configuredto communicate with one another through a data network, the data networkis an internet (such as the Internet) or an intranet. In certain suchembodiments, an Internet browser of the EGM (or personal gaming device)is usable to access an Internet game page from any location where anInternet connection is available. In one such embodiment, after the EGM(or personal gaming device) accesses the Internet game page, the centralserver, central controller, or remote host identifies a player beforeenabling that player to place any wagers on any plays of any wageringgames. In one example, the central server, central controller, or remotehost identifies the player by requiring a player account of the playerto be logged into via an input of a unique username and passwordcombination assigned to the player. The central server, centralcontroller, or remote host may, however, identify the player in anyother suitable manner, such as by validating a player trackingidentification number associated with the player; by reading a playertracking card or other smart card inserted into a card reader (asdescribed below); by validating a unique player identification numberassociated with the player by the central server, central controller, orremote host; or by identifying the EGM (or personal gaming device), suchas by identifying the MAC address or the IP address of the Internetfacilitator. In various embodiments, once the central server, centralcontroller, or remote host identifies the player, the central server,central controller, or remote host enables placement of one or morewagers on one or more plays of one or more primary or base games and/orone or more secondary or bonus games, and displays those plays via theInternet browser of the EGM (or personal gaming device). Examples ofimplementations of Internet-based gaming are further described in U.S.Pat. No. 8,764,566, entitled “Internet Remote Game Server,” and U.S.Pat. No. 8,147,334, entitled “Universal Game Server”.

The central server, central controller, or remote host and the EGM (orpersonal gaming device) are configured to connect to the data network orremote communications link in any suitable manner. In variousembodiments, such a connection is accomplished via: a conventional phoneline or other data transmission line, a digital subscriber line (DSL), aT-1 line, a coaxial cable, a fiber optic cable, a wireless or wiredrouting device, a mobile communications network connection (such as acellular network or mobile Internet network), or any other suitablemedium. The expansion in the quantity of computing devices and thequantity and speed of Internet connections in recent years increasesopportunities for players to use a variety of EGMs (or personal gamingdevices) to play games from an ever-increasing quantity of remote sites.Additionally, the enhanced bandwidth of digital wireless communicationsmay render such technology suitable for some or all communications,particularly if such communications are encrypted. Higher datatransmission speeds may be useful for enhancing the sophistication andresponse of the display and interaction with players.

EGM Components

FIG. 3 is a block diagram of an example EGM 1000 and FIGS. 4A and 4Binclude two different example EGMs 2000 a and 2000 b. The EGMs 1000,2000 a, and 2000 b are merely example EGMs, and different EGMs may beimplemented using different combinations of the components shown in theEGMs 1000, 2000 a, and 2000 b. Although the below refers to EGMs, invarious embodiments personal gaming devices may include some or all ofthe below components.

In these embodiments, the EGM 1000 includes a master gaming controller1012 configured to communicate with and to operate with a plurality ofperipheral devices 1022.

The master gaming controller 1012 includes at least one processor 1010.The at least one processor 1010 is any suitable processing device or setof processing devices, such as a microprocessor, a microcontroller-basedplatform, a suitable integrated circuit, or one or moreapplication-specific integrated circuits (ASICs), configured to executesoftware enabling various configuration and reconfiguration tasks, suchas: (1) communicating with a remote source (such as a server that storesauthentication information or game information) via a communicationinterface 1006 of the master gaming controller 1012; (2) convertingsignals read by an interface to a format corresponding to that used bysoftware or memory of the EGM; (3) accessing memory to configure orreconfigure game parameters in the memory according to indicia read fromthe EGM; (4) communicating with interfaces and the peripheral devices1022 (such as input/output devices); and/or (5) controlling theperipheral devices 1022. In certain embodiments, one or more componentsof the master gaming controller 1012 (such as the at least one processor1010) reside within a housing of the EGM (described below), while inother embodiments at least one component of the master gaming controller1012 resides outside of the housing of the EGM.

The master gaming controller 1012 also includes at least one memorydevice 1016, which includes: (1) volatile memory (e.g., RAM 1009, whichcan include non-volatile RAM, magnetic RAM, ferroelectric RAM, and anyother suitable forms); (2) non-volatile memory 1019 (e.g., disk memory,FLASH memory, EPROMs, EEPROMs, memristor-based non-volatile solid-statememory, etc.); (3) unalterable memory (e.g., EPROMs 1008); (4) read-onlymemory; and/or (5) a secondary memory storage device 1015, such as anon-volatile memory device, configured to store gaming software relatedinformation (the gaming software related information and the memory maybe used to store various audio files and games not currently being usedand invoked in a configuration or reconfiguration). Any other suitablemagnetic, optical, and/or semiconductor memory may operate inconjunction with the EGM disclosed herein. In certain embodiments, theat least one memory device 1016 resides within the housing of the EGM(described below), while in other embodiments at least one component ofthe at least one memory device 1016 resides outside of the housing ofthe EGM.

The at least one memory device 1016 is configured to store, for example:(1) configuration software 1014, such as all the parameters and settingsfor a game playable on the EGM; (2) associations 1018 betweenconfiguration indicia read from an EGM with one or more parameters andsettings; (3) communication protocols configured to enable the at leastone processor 1010 to communicate with the peripheral devices 1022;and/or (4) communication transport protocols (such as TCP/IP, USB,Firewire, IEEE1394, Bluetooth, IEEE 802.11x (IEEE 802.11 standards),hiperlan/2, HomeRF, etc.) configured to enable the EGM to communicatewith local and non-local devices using such protocols. In oneimplementation, the master gaming controller 1012 communicates withother devices using a serial communication protocol. A few non-limitingexamples of serial communication protocols that other devices, such asperipherals (e.g., a bill validator or a ticket printer), may use tocommunicate with the master game controller 1012 include USB, RS-232,and Netplex (a proprietary protocol developed by IGT).

As will be appreciated by one skilled in the art, aspects of the presentdisclosure may be illustrated and described herein in any of a number ofpatentable classes or context including any new and useful process,machine, manufacture, or composition of matter, or any new and usefulimprovement thereof. Accordingly, aspects of the present disclosure maybe implemented entirely hardware, entirely software (including firmware,resident software, micro-code, etc.) or combining software and hardwareimplementation that may all generally be referred to herein as a“circuit,” “module,” “component,” or “system.” Furthermore, aspects ofthe present disclosure may take the form of a computer program productembodied in one or more computer readable media having computer readableprogram code embodied thereon.

Computer program code for carrying out operations for aspects of thepresent disclosure may be written in any combination of one or moreprogramming languages, including an object oriented programming languagesuch as Java, Scala, Smalltalk, Eiffel, JADE, Emerald, C++, C#, VB.NET,Python or the like, conventional procedural programming languages, suchas the “C” programming language, Visual Basic, Fortran 2003, Perl, COBOL2002, PHP, ABAP, dynamic programming languages such as Python, Ruby andGroovy, or other programming languages. The program code may executeentirely on the user's computer, partly on the user's computer, as astand-alone software package, partly on the user's computer and partlyon a remote computer or entirely on the remote computer or server. Inthe latter scenario, the remote computer may be connected to the user'scomputer through any type of network, including a local area network(LAN) or a wide area network (WAN), or the connection may be made to anexternal computer (for example, through the Internet using an InternetService Provider) or in a cloud computing environment or offered as aservice such as a Software as a Service (SaaS).

Aspects of the present disclosure are described herein with reference toflowchart illustrations and/or block diagrams of methods, apparatuses(systems) and computer program products according to embodiments of thedisclosure. It will be understood that each block of the flowchartillustrations and/or block diagrams, and combinations of blocks in theflowchart illustrations and/or block diagrams, can be implemented bycomputer program instructions. These computer program instructions maybe provided to a processor of a general purpose computer, specialpurpose computer, or other programmable data processing apparatus toproduce a machine, such that the instructions, which execute via theprocessor of the computer or other programmable instruction executionapparatus, create a mechanism for implementing the functions/actsspecified in the flowchart and/or block diagram block or blocks.

These computer program instructions may also be stored in a computerreadable medium that when executed can direct a computer, otherprogrammable data processing apparatus, or other devices to function ina particular manner, such that the instructions when stored in thecomputer readable medium produce an article of manufacture includinginstructions which when executed, cause a computer to implement thefunction/act specified in the flowchart and/or block diagram block orblocks. The computer program instructions may also be loaded onto acomputer, other programmable instruction execution apparatus, or otherdevices to cause a series of operational steps to be performed on thecomputer, other programmable apparatuses or other devices to produce acomputer implemented process such that the instructions which execute onthe computer or other programmable apparatus provide processes forimplementing the functions/acts specified in the flowchart and/or blockdiagram block or blocks.

In certain embodiments, the at least one memory device 1016 isconfigured to store program code and instructions executable by the atleast one processor of the EGM to control the EGM. The at least onememory device 1016 of the EGM also stores other operating data, such asimage data, event data, input data, random number generators (RNGs) orpseudo-RNGs, paytable data or information, and/or applicable game rulesthat relate to the play of one or more games on the EGM. In variousembodiments, part or all of the program code and/or the operating datadescribed above is stored in at least one detachable or removable memorydevice including, but not limited to, a cartridge, a disk, a CD ROM, aDVD, a USB memory device, or any other suitable non-transitory computerreadable medium. In certain such embodiments, an operator (such as agaming establishment operator) and/or a player uses such a removablememory device in an EGM to implement at least part of the presentdisclosure. In other embodiments, part or all of the program code and/orthe operating data is downloaded to the at least one memory device ofthe EGM through any suitable data network described above (such as anInternet or intranet).

The at least one memory device 1016 also stores a plurality of devicedrivers 1042. Examples of different types of device drivers includedevice drivers for EGM components and device drivers for the peripheralcomponents 1022. Typically, the device drivers 1042 utilize variouscommunication protocols that enable communication with a particularphysical device. The device driver abstracts the hardware implementationof that device. For example, a device driver may be written for eachtype of card reader that could potentially be connected to the EGM.Non-limiting examples of communication protocols used to implement thedevice drivers include Netplex, USB, Serial, Ethernet 175, Firewire, I/Odebouncer, direct memory map, serial, PCI, parallel, RF, Bluetooth™,near-field communications (e.g., using near-field magnetics), 802.11(WiFi), etc. In one embodiment, when one type of a particular device isexchanged for another type of the particular device, the at least oneprocessor of the EGM loads the new device driver from the at least onememory device to enable communication with the new device. For instance,one type of card reader in the EGM can be replaced with a seconddifferent type of card reader when device drivers for both card readersare stored in the at least one memory device.

In certain embodiments, the software units stored in the at least onememory device 1016 can be upgraded as needed. For instance, when the atleast one memory device 1016 is a hard drive, new games, new gameoptions, new parameters, new settings for existing parameters, newsettings for new parameters, new device drivers, and new communicationprotocols can be uploaded to the at least one memory device 1016 fromthe master game controller 1012 or from some other external device. Asanother example, when the at least one memory device 1016 includes aCD/DVD drive including a CD/DVD configured to store game options,parameters, and settings, the software stored in the at least one memorydevice 1016 can be upgraded by replacing a first CD/DVD with a secondCD/DVD. In yet another example, when the at least one memory device 1016uses flash memory 1019 or EPROM 1008 units configured to store games,game options, parameters, and settings, the software stored in the flashand/or EPROM memory units can be upgraded by replacing one or morememory units with new memory units that include the upgraded software.In another embodiment, one or more of the memory devices, such as thehard drive, may be employed in a game software download process from aremote software server.

In some embodiments, the at least one memory device 1016 also storesauthentication and/or validation components 1044 configured toauthenticate/validate specified EGM components and/or information, suchas hardware components, software components, firmware components,peripheral device components, user input device components, informationreceived from one or more user input devices, information stored in theat least one memory device 1016, etc. Examples of various authenticationand/or validation components are described in U.S. Pat. No. 6,620,047,entitled “Electronic Gaming Apparatus Having Authentication Data Sets”.

In certain embodiments, the peripheral devices 1022 include severaldevice interfaces, such as: (1) at least one output device 1020including at least one display device 1035; (2) at least one inputdevice 1030 (which may include contact and/or non-contact interfaces);(3) at least one transponder 1054; (4) at least one wirelesscommunication component 1056; (5) at least one wired/wireless powerdistribution component 1058; (6) at least one sensor 1060; (7) at leastone data preservation component 1062; (8) at least one motion/gestureanalysis and interpretation component 1064; (9) at least one motiondetection component 1066; (10) at least one portable power source 1068;(11) at least one geolocation module 1076; (12) at least one useridentification module 1077; (13) at least one player/device trackingmodule 1078; and (14) at least one information filtering module 1079.

The at least one output device 1020 includes at least one display device1035 configured to display any game(s) displayed by the EGM and anysuitable information associated with such game(s). In certainembodiments, the display devices are connected to or mounted on ahousing of the EGM (described below). In various embodiments, thedisplay devices serve as digital glass configured to advertise certaingames or other aspects of the gaming establishment in which the EGM islocated. In various embodiments, the EGM includes one or more of thefollowing display devices: (a) a central display device; (b) a playertracking display configured to display various information regarding aplayer's player tracking status (as described below); (c) a secondary orupper display device in addition to the central display device and theplayer tracking display; (d) a credit display configured to display acurrent quantity of credits, amount of cash, account balance, or theequivalent; and (e) a bet display configured to display an amountwagered for one or more plays of one or more games. The example EGM 2000a illustrated in FIG. 4A includes a central display device 2116, aplayer tracking display 2140, a credit display 2120, and a bet display2122. The example EGM 2000 b illustrated in FIG. 4B includes a centraldisplay device 2116, an upper display device 2118, a player trackingdisplay 2140, a credit display 2120, and a bet display 2122.

In various embodiments, the display devices include, without limitation:a monitor, a television display, a plasma display, a liquid crystaldisplay (LCD), a display based on light emitting diodes (LEDs), adisplay based on a plurality of organic light-emitting diodes (OLEDs), adisplay based on polymer light-emitting diodes (PLEDs), a display basedon a plurality of surface-conduction electron-emitters (SEDs), a displayincluding a projected and/or reflected image, or any other suitableelectronic device or display mechanism. In certain embodiments, asdescribed above, the display device includes a touch-screen with anassociated touch-screen controller. The display devices may be of anysuitable sizes, shapes, and configurations.

The display devices of the EGM are configured to display one or moregame and/or non-game images, symbols, and indicia. In certainembodiments, the display devices of the EGM are configured to displayany suitable visual representation or exhibition of the movement ofobjects; dynamic lighting; video images; images of people, characters,places, things, and faces of cards; and the like. In certainembodiments, the display devices of the EGM are configured to displayone or more video reels, one or more video wheels, and/or one or morevideo dice. In other embodiments, certain of the displayed images,symbols, and indicia are in mechanical form. That is, in theseembodiments, the display device includes any electromechanical device,such as one or more rotatable wheels, one or more reels, and/or one ormore dice, configured to display at least one or a plurality of game orother suitable images, symbols, or indicia.

In various embodiments, the at least one output device 1020 includes apayout device. In these embodiments, after the EGM receives an actuationof a cashout device (described below), the EGM causes the payout deviceto provide a payment to the player. In one embodiment, the payout deviceis one or more of: (a) a ticket printer and dispenser configured toprint and dispense a ticket or credit slip associated with a monetaryvalue, wherein the ticket or credit slip may be redeemed for itsmonetary value via a cashier, a kiosk, or other suitable redemptionsystem; (b) a bill dispenser configured to dispense paper currency; (c)a coin dispenser configured to dispense coins or tokens (such as into acoin payout tray); and (d) any suitable combination thereof. The exampleEGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B each include aticket printer and dispenser 2136. Examples of ticket-in ticket-out(TITO) technology are described in U.S. Pat. No. 5,429,361, entitled“Gaming Machine Information, Communication and Display System”; U.S.Pat. No. 5,470,079, entitled “Gaming Machine Accounting and MonitoringSystem”; U.S. Pat. No. 5,265,874, entitled “Cashless Gaming Apparatusand Method”; U.S. Pat. No. 6,729,957, entitled “Gaming Method and HostComputer with Ticket-In/Ticket-Out Capability”; U.S. Pat. No. 6,729,958,entitled “Gaming System with Ticket-In/Ticket-Out Capability”; U.S. Pat.No. 6,736,725, entitled “Gaming Method and Host Computer withTicket-In/Ticket-Out Capability”; U.S. Pat. No. 7,275,991, entitled“Slot Machine with Ticket-In/Ticket-Out Capability”; and U.S. Pat. No.6,048,269, entitled “Coinless Slot Machine System and Method”.

In certain embodiments, rather than dispensing bills, coins, or aphysical ticket having a monetary value to the player following receiptof an actuation of the cashout device, the payout device is configuredto cause a payment to be provided to the player in the form of anelectronic funds transfer, such as via a direct deposit into a bankaccount, a casino account, or a prepaid account of the player; via atransfer of funds onto an electronically recordable identification cardor smart card of the player; or via sending a virtual ticket having amonetary value to an electronic device of the player. Examples ofproviding payment using virtual tickets are described in U.S. Pat. No.8,613,659, entitled “Virtual Ticket-In and Ticket-Out on a GamingMachine”.

While any credit balances, any wagers, any values, and any awards aredescribed herein as amounts of monetary credits or currency, one or moreof such credit balances, such wagers, such values, and such awards maybe for non-monetary credits, promotional credits, of player trackingpoints or credits.

In certain embodiments, the at least one output device 1020 is a soundgenerating device controlled by one or more sound cards. In one suchembodiment, the sound generating device includes one or more speakers orother sound generating hardware and/or software configured to generatesounds, such as by playing music for any games or by playing music forother modes of the EGM, such as an attract mode. The example EGMs 2000 aand 2000 b illustrated in FIGS. 4A and 4B each include a plurality ofspeakers 2150. In another such embodiment, the EGM provides dynamicsounds coupled with attractive multimedia images displayed on one ormore of the display devices to provide an audio-visual representation orto otherwise display full-motion video with sound to attract players tothe EGM. In certain embodiments, the EGM displays a sequence of audioand/or visual attraction messages during idle periods to attractpotential players to the EGM. The videos may be customized to provideany appropriate information.

The at least one input device 1030 may include any suitable device thatenables an input signal to be produced and received by the at least oneprocessor 1010 of the EGM.

In one embodiment, the at least one input device 1030 includes a paymentdevice configured to communicate with the at least one processor of theEGM to fund the EGM. In certain embodiments, the payment device includesone or more of: (a) a bill acceptor into which paper money is insertedto fund the EGM; (b) a ticket acceptor into which a ticket or a voucheris inserted to fund the EGM; (c) a coin slot into which coins or tokensare inserted to fund the EGM; (d) a reader or a validator for creditcards, debit cards, or credit slips into which a credit card, debitcard, or credit slip is inserted to fund the EGM; (e) a playeridentification card reader into which a player identification card isinserted to fund the EGM; or (f) any suitable combination thereof. Theexample EGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B eachinclude a combined bill and ticket acceptor 2128 and a coin slot 2126.

In one embodiment, the at least one input device 1030 includes a paymentdevice configured to enable the EGM to be funded via an electronic fundstransfer, such as a transfer of funds from a bank account. In anotherembodiment, the EGM includes a payment device configured to communicatewith a mobile device of a player, such as a mobile phone, a radiofrequency identification tag, or any other suitable wired or wirelessdevice, to retrieve relevant information associated with that player tofund the EGM. Examples of funding an EGM via communication between theEGM and a mobile device (such as a mobile phone) of a player aredescribed in U.S. Patent Application Publication No. 2013/0344942,entitled “Avatar as Security Measure for Mobile Device Use withElectronic Gaming Machine”. When the EGM is funded, the at least oneprocessor determines the amount of funds entered and displays thecorresponding amount on a credit display or any other suitable displayas described below.

In certain embodiments, the at least one input device 1030 includes atleast one wagering or betting device. In various embodiments, the one ormore wagering or betting devices are each: (1) a mechanical buttonsupported by the housing of the EGM (such as a hard key or aprogrammable soft key), or (2) an icon displayed on a display device ofthe EGM (described below) that is actuatable via a touch screen of theEGM (described below) or via use of a suitable input device of the EGM(such as a mouse or a joystick). One such wagering or betting device isas a maximum wager or bet device that, when actuated, causes the EGM toplace a maximum wager on a play of a game. Another such wagering orbetting device is a repeat bet device that, when actuated, causes theEGM to place a wager that is equal to the previously-placed wager on aplay of a game. A further such wagering or betting device is a bet onedevice that, when actuated, causes the EGM to increase the wager by onecredit. Generally, upon actuation of one of the wagering or bettingdevices, the quantity of credits displayed in a credit meter (describedbelow) decreases by the amount of credits wagered, while the quantity ofcredits displayed in a bet display (described below) increases by theamount of credits wagered.

In various embodiments, the at least one input device 1030 includes atleast one game play activation device. In various embodiments, the oneor more game play initiation devices are each: (1) a mechanical buttonsupported by the housing of the EGM (such as a hard key or aprogrammable soft key), or (2) an icon displayed on a display device ofthe EGM (described below) that is actuatable via a touch screen of theEGM (described below) or via use of a suitable input device of the EGM(such as a mouse or a joystick). After a player appropriately funds theEGM and places a wager, the EGM activates the game play activationdevice to enable the player to actuate the game play activation deviceto initiate a play of a game on the EGM (or another suitable sequence ofevents associated with the EGM). After the EGM receives an actuation ofthe game play activation device, the EGM initiates the play of the game.The example EGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B eachinclude a game play activation device in the form of a game playinitiation button 2132. In other embodiments, the EGM begins game playautomatically upon appropriate funding rather than upon utilization ofthe game play activation device.

In other embodiments, the at least one input device 1030 includes acashout device. In various embodiments, the cashout device is: (1) amechanical button supported by the housing of the EGM (such as a hardkey or a programmable soft key), or (2) an icon displayed on a displaydevice of the EGM (described below) that is actuatable via a touchscreen of the EGM (described below) or via use of a suitable inputdevice of the EGM (such as a mouse or a joystick). When the EGM receivesan actuation of the cashout device from a player and the player has apositive (i.e., greater-than-zero) credit balance, the EGM initiates apayout associated with the player's credit balance. The example EGMs2000 a and 2000 b illustrated in FIGS. 4A and 4B each include a cashoutdevice in the form of a cashout button 2134.

In various embodiments, the at least one input device 1030 includes aplurality of buttons that are programmable by the EGM operator to, whenactuated, cause the EGM to perform particular functions. For instance,such buttons may be hard keys, programmable soft keys, or icons icondisplayed on a display device of the EGM (described below) that areactuatable via a touch screen of the EGM (described below) or via use ofa suitable input device of the EGM (such as a mouse or a joystick). Theexample EGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B eachinclude a plurality of such buttons 2130.

In certain embodiments, the at least one input device 1030 includes atouch-screen coupled to a touch-screen controller or othertouch-sensitive display overlay to enable interaction with any imagesdisplayed on a display device (as described below). One such inputdevice is a conventional touch-screen button panel. The touch-screen andthe touch-screen controller are connected to a video controller. Inthese embodiments, signals are input to the EGM by touching the touchscreen at the appropriate locations.

In embodiments including a player tracking system, as further describedbelow, the at least one input device 1030 includes a card reader incommunication with the at least one processor of the EGM. The exampleEGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B each include acard reader 2138. The card reader is configured to read a playeridentification card inserted into the card reader.

The at least one wireless communication component 1056 includes one ormore communication interfaces having different architectures andutilizing a variety of protocols, such as (but not limited to) 802.11(WiFi); 802.15 (including Bluetooth™); 802.16 (WiMax); 802.22; cellularstandards such as CDMA, CDMA2000, and WCDMA; Radio Frequency (e.g.,RFID); infrared; and Near Field Magnetic communication protocols. The atleast one wireless communication component 1056 transmits electrical,electromagnetic, or optical signals that carry digital data streams oranalog signals representing various types of information.

The at least one wired/wireless power distribution component 1058includes components or devices that are configured to provide power toother devices. For example, in one embodiment, the at least one powerdistribution component 1058 includes a magnetic induction system that isconfigured to provide wireless power to one or more user input devicesnear the EGM. In one embodiment, a user input device docking region isprovided, and includes a power distribution component that is configuredto recharge a user input device without requiring metal-to-metalcontact. In one embodiment, the at least one power distributioncomponent 1058 is configured to distribute power to one or more internalcomponents of the EGM, such as one or more rechargeable power sources(e.g., rechargeable batteries) located at the EGM.

In certain embodiments, the at least one sensor 1060 includes at leastone of: optical sensors, pressure sensors, RF sensors, infrared sensors,image sensors, thermal sensors, and biometric sensors. The at least onesensor 1060 may be used for a variety of functions, such as: detectingmovements and/or gestures of various objects within a predeterminedproximity to the EGM; detecting the presence and/or identity of variouspersons (e.g., players, casino employees, etc.), devices (e.g., userinput devices), and/or systems within a predetermined proximity to theEGM.

The at least one data preservation component 1062 is configured todetect or sense one or more events and/or conditions that, for example,may result in damage to the EGM and/or that may result in loss ofinformation associated with the EGM. Additionally, the data preservationsystem 1062 may be operable to initiate one or more appropriateaction(s) in response to the detection of such events/conditions.

The at least one motion/gesture analysis and interpretation component1064 is configured to analyze and/or interpret information relating todetected player movements and/or gestures to determine appropriateplayer input information relating to the detected player movementsand/or gestures. For example, in one embodiment, the at least onemotion/gesture analysis and interpretation component 1064 is configuredto perform one or more of the following functions: analyze the detectedgross motion or gestures of a player; interpret the player's motion orgestures (e.g., in the context of a casino game being played) toidentify instructions or input from the player; utilize the interpretedinstructions/input to advance the game state; etc. In other embodiments,at least a portion of these additional functions may be implemented at aremote system or device.

The at least one portable power source 1068 enables the EGM to operatein a mobile environment. For example, in one embodiment, the EGM 300includes one or more rechargeable batteries.

The at least one geolocation module 1076 is configured to acquiregeolocation information from one or more remote sources and use theacquired geolocation information to determine information relating to arelative and/or absolute position of the EGM. For example, in oneimplementation, the at least one geolocation module 1076 is configuredto receive GPS signal information for use in determining the position orlocation of the EGM. In another implementation, the at least onegeolocation module 1076 is configured to receive multiple wirelesssignals from multiple remote devices (e.g., EGMs, servers, wirelessaccess points, etc.) and use the signal information to computeposition/location information relating to the position or location ofthe EGM.

The at least one user identification module 1077 is configured todetermine the identity of the current user or current owner of the EGM.For example, in one embodiment, the current user is required to performa login process at the EGM in order to access one or more features.Alternatively, the EGM is configured to automatically determine theidentity of the current user based on one or more external signals, suchas an RFID tag or badge worn by the current user and that provides awireless signal to the EGM that is used to determine the identity of thecurrent user. In at least one embodiment, various security features areincorporated into the EGM to prevent unauthorized users from accessingconfidential or sensitive information.

The at least one information filtering module 1079 is configured toperform filtering (e.g., based on specified criteria) of selectedinformation to be displayed at one or more displays 1035 of the EGM.

In various embodiments, the EGM includes a plurality of communicationports configured to enable the at least one processor of the EGM tocommunicate with and to operate with external peripherals, such as:accelerometers, arcade sticks, bar code readers, bill validators,biometric input devices, bonus devices, button panels, card readers,coin dispensers, coin hoppers, display screens or other displays orvideo sources, expansion buses, information panels, keypads, lights,mass storage devices, microphones, motion sensors, motors, printers,reels, SCSI ports, solenoids, speakers, thumbsticks, ticket readers,touch screens, trackballs, touchpads, wheels, and wireless communicationdevices. U.S. Pat. No. 7,290,072 describes a variety of EGMs includingone or more communication ports that enable the EGMs to communicate andoperate with one or more external peripherals.

As generally described above, in certain embodiments, such as theexample EGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B, the EGMhas a support structure, housing, or cabinet that provides support for aplurality of the input devices and the output devices of the EGM.Further, the EGM is configured such that a player may operate it whilestanding or sitting. In various embodiments, the EGM is positioned on abase or stand, or is configured as a pub-style tabletop game (not shown)that a player may operate typically while sitting. As illustrated by thedifferent example EGMs 2000 a and 2000 b shown in FIGS. 4A and 4B, EGMsmay have varying housing and display configurations.

In certain embodiments, the EGM is a device that has obtained approvalfrom a regulatory gaming commission, and in other embodiments, the EGMis a device that has not obtained approval from a regulatory gamingcommission.

The EGMs described above are merely three examples of different types ofEGMs. Certain of these example EGMs may include one or more elementsthat may not be included in all gaming systems, and these example EGMsmay not include one or more elements that are included in other gamingsystems. For example, certain EGMs include a coin acceptor while othersdo not.

Operation of Primary or Base Games and/or Secondary or Bonus Games

In various embodiments, an EGM may be implemented in one of a variety ofdifferent configurations. In various embodiments, the EGM may beimplemented as one of: (a) a dedicated EGM in which computerized gameprograms executable by the EGM for controlling any primary or base games(referred to herein as “primary games”) and/or any secondary or bonusgames or other functions (referred to herein as “secondary games”)displayed by the EGM are provided with the EGM before delivery to agaming establishment or before being provided to a player; and (b) achangeable EGM in which computerized game programs executable by the EGMfor controlling any primary games and/or secondary games displayed bythe EGM are downloadable or otherwise transferred to the EGM through adata network or remote communication link; from a USB drive, flashmemory card, or other suitable memory device; or in any other suitablemanner after the EGM is physically located in a gaming establishment orafter the EGM is provided to a player.

As generally explained above, in various embodiments in which the gamingsystem includes a central server, central controller, or remote host anda changeable EGM, the at least one memory device of the central server,central controller, or remote host stores different game programs andinstructions executable by the at least one processor of the changeableEGM to control one or more primary games and/or secondary gamesdisplayed by the changeable EGM. More specifically, each such executablegame program represents a different game or a different type of gamethat the at least one changeable EGM is configured to operate. In oneexample, certain of the game programs are executable by the changeableEGM to operate games having the same or substantially the same game playbut different paytables. In different embodiments, each executable gameprogram is associated with a primary game, a secondary game, or both. Incertain embodiments, an executable game program is executable by the atleast one processor of the at least one changeable EGM as a secondarygame to be played simultaneously with a play of a primary game (whichmay be downloaded to or otherwise stored on the at least one changeableEGM), or vice versa.

In operation of such embodiments, the central server, centralcontroller, or remote host is configured to communicate one or more ofthe stored executable game programs to the at least one processor of thechangeable EGM. In different embodiments, a stored executable gameprogram is communicated or delivered to the at least one processor ofthe changeable EGM by: (a) embedding the executable game program in adevice or a component (such as a microchip to be inserted into thechangeable EGM); (b) writing the executable game program onto a disc orother media; or (c) uploading or streaming the executable game programover a data network (such as a dedicated data network). After theexecutable game program is communicated from the central server, centralcontroller, or remote host to the changeable EGM, the at least oneprocessor of the changeable EGM executes the executable game program toenable the primary game and/or the secondary game associated with thatexecutable game program to be played using the display device(s) and/orthe input device(s) of the changeable EGM. That is, when an executablegame program is communicated to the at least one processor of thechangeable EGM, the at least one processor of the changeable EGM changesthe game or the type of game that may be played using the changeableEGM.

In certain embodiments, the gaming system randomly determines any gameoutcome(s) (such as a win outcome) and/or award(s) (such as a quantityof credits to award for the win outcome) for a play of a primary gameand/or a play of a secondary game based on probability data. In certainsuch embodiments, this random determination is provided throughutilization of an RNG, such as a true RNG or a pseudo RNG, or any othersuitable randomization process. In one such embodiment, each gameoutcome or award is associated with a probability, and the gaming systemgenerates the game outcome(s) and/or the award(s) to be provided basedon the associated probabilities. In these embodiments, since the gamingsystem generates game outcomes and/or awards randomly or based on one ormore probability calculations, there is no certainty that the gamingsystem will ever provide any specific game outcome and/or award.

In certain embodiments, the gaming system maintains one or morepredetermined pools or sets of predetermined game outcomes and/orawards. In certain such embodiments, upon generation or receipt of agame outcome and/or award request, the gaming system independentlyselects one of the predetermined game outcomes and/or awards from theone or more pools or sets. The gaming system flags or marks the selectedgame outcome and/or award as used. Once a game outcome or an award isflagged as used, it is prevented from further selection from itsrespective pool or set; that is, the gaming system does not select thatgame outcome or award upon another game outcome and/or award request.The gaming system provides the selected game outcome and/or award.Examples of this type of award evaluation are described in U.S. Pat. No.7,470,183, entitled “Finite Pool Gaming Method and Apparatus”; U.S. Pat.No. 7,563,163, entitled “Gaming Device Including Outcome Pools forProviding Game Outcomes”; U.S. Pat. No. 7,833,092, entitled “Method andSystem for Compensating for Player Choice in a Game of Chance”; U.S.Pat. No. 8,070,579, entitled “Bingo System with Downloadable CommonPatterns”; and U.S. Pat. No. 8,398,472, entitled “Central DeterminationPoker Game”.

In certain embodiments, the gaming system determines a predeterminedgame outcome and/or award based on the results of a bingo, keno, orlottery game. In certain such embodiments, the gaming system utilizesone or more bingo, keno, or lottery games to determine the predeterminedgame outcome and/or award provided for a primary game and/or a secondarygame. The gaming system is provided or associated with a bingo card.Each bingo card consists of a matrix or array of elements, wherein eachelement is designated with separate indicia. After a bingo card isprovided, the gaming system randomly selects or draws a plurality of theelements. As each element is selected, a determination is made as towhether the selected element is present on the bingo card. If theselected element is present on the bingo card, that selected element onthe provided bingo card is marked or flagged. This process of selectingelements and marking any selected elements on the provided bingo cardscontinues until one or more predetermined patterns are marked on one ormore of the provided bingo cards. After one or more predeterminedpatterns are marked on one or more of the provided bingo cards, gameoutcome and/or award is determined based, at least in part, on theselected elements on the provided bingo cards. Examples of this type ofaward determination are described in U.S. Pat. No. 7,753,774, entitled“Using Multiple Bingo Cards to Represent Multiple Slot Paylines andOther Class III Game Options”; U.S. Pat. No. 7,731,581, entitled“Multi-Player Bingo Game with Multiple Alternative Outcome Displays”;U.S. Pat. No. 7,955,170, entitled “Providing Non-Bingo Outcomes for aBingo Game”; U.S. Pat. No. 8,070,579, entitled “Bingo System withDownloadable Common Patterns”; and U.S. Pat. No. 8,500,538, entitled“Bingo Gaming System and Method for Providing Multiple Outcomes fromSingle Bingo Pattern”.

In certain embodiments in which the gaming system includes a centralserver, central controller, or remote host and an EGM, the EGM isconfigured to communicate with the central server, central controller,or remote host for monitoring purposes only. In such embodiments, theEGM determines the game outcome(s) and/or award(s) to be provided in anyof the manners described above, and the central server, centralcontroller, or remote host monitors the activities and events occurringon the EGM. In one such embodiment, the gaming system includes areal-time or online accounting and gaming information system configuredto communicate with the central server, central controller, or remotehost. In this embodiment, the accounting and gaming information systemincludes: (a) a player database configured to store player profiles, (b)a player tracking module configured to track players (as describedbelow), and (c) a credit system configured to provide automatedtransactions. Examples of such accounting systems are described in U.S.Pat. No. 6,913,534, entitled “Gaming Machine Having a Lottery Game andCapability for Integration with Gaming Device Accounting System andPlayer Tracking System,” and U.S. Pat. No. 8,597,116, entitled “VirtualPlayer Tracking and Related Services”.

As noted above, in various embodiments, the gaming system includes oneor more executable game programs executable by at least one processor ofthe gaming system to provide one or more primary games and one or moresecondary games. The primary game(s) and the secondary game(s) maycomprise any suitable games and/or wagering games, such as, but notlimited to: electro-mechanical or video slot or spinning reel typegames; video card games such as video draw poker, multi-hand video drawpoker, other video poker games, video blackjack games, and videobaccarat games; video keno games; video bingo games; and video selectiongames.

In certain embodiments in which the primary game is a slot or spinningreel type game, the gaming system includes one or more reels in eitheran electromechanical form with mechanical rotating reels or in a videoform with simulated reels and movement thereof. Each reel displays aplurality of indicia or symbols, such as bells, hearts, fruits, numbers,letters, bars, or other images that typically correspond to a themeassociated with the gaming system. In certain such embodiments, thegaming system includes one or more paylines associated with the reels.The example EGM 2000 b shown in FIG. 4B includes a payline 1152 and aplurality of reels 1154. In certain embodiments, one or more of thereels are independent reels or unisymbol reels. In such embodiments,each independent reel generates and displays one symbol.

In various embodiments, one or more of the paylines is horizontal,vertical, circular, diagonal, angled, or any suitable combinationthereof. In other embodiments, each of one or more of the paylines isassociated with a plurality of adjacent symbol display areas on arequisite number of adjacent reels. In one such embodiment, one or morepaylines are formed between at least two symbol display areas that areadjacent to each other by either sharing a common side or sharing acommon corner (i.e., such paylines are connected paylines). The gamingsystem enables a wager to be placed on one or more of such paylines toactivate such paylines. In other embodiments in which one or morepaylines are formed between at least two adjacent symbol display areas,the gaming system enables a wager to be placed on a plurality of symboldisplay areas, which activates those symbol display areas.

In various embodiments, the gaming system provides one or more awardsafter a spin of the reels when specified types and/or configurations ofthe indicia or symbols on the reels occur on an active payline orotherwise occur in a winning pattern, occur on the requisite number ofadjacent reels, and/or occur in a scatter pay arrangement.

In certain embodiments, the gaming system employs a ways to win awarddetermination. In these embodiments, any outcome to be provided isdetermined based on a number of associated symbols that are generated inactive symbol display areas on the requisite number of adjacent reels(i.e., not on paylines passing through any displayed winning symbolcombinations). If a winning symbol combination is generated on thereels, one award for that occurrence of the generated winning symbolcombination is provided. Examples of ways to win award determinationsare described in U.S. Pat. No. 8,012,011, entitled “Gaming Device andMethod Having Independent Reels and Multiple Ways of Winning”; U.S. Pat.No. 8,241,104, entitled “Gaming Device and Method Having DesignatedRules for Determining Ways To Win”; and U.S. Pat. No. 8,430,739,entitled “Gaming System and Method Having Wager Dependent DifferentSymbol Evaluations”.

In various embodiments, the gaming system includes a progressive award.Typically, a progressive award includes an initial amount and anadditional amount funded through a portion of each wager placed toinitiate a play of a primary game. When one or more triggering eventsoccurs, the gaming system provides at least a portion of the progressiveaward. After the gaming system provides the progressive award, an amountof the progressive award is reset to the initial amount and a portion ofeach subsequent wager is allocated to the next progressive award.Examples of progressive gaming systems are described in U.S. Pat. No.7,585,223, entitled “Server Based Gaming System Having MultipleProgressive Awards”; U.S. Pat. No. 7,651,392, entitled “Gaming DeviceSystem Having Partial Progressive Payout”; U.S. Pat. No. 7,666,093,entitled “Gaming Method and Device Involving Progressive Wagers”; U.S.Pat. No. 7,780,523, entitled “Server Based Gaming System Having MultipleProgressive Awards”; and U.S. Pat. No. 8,337,298, entitled “GamingDevice Having Multiple Different Types of Progressive Awards”.

As generally noted above, in addition to providing winning credits orother awards for one or more plays of the primary game(s), in variousembodiments the gaming system provides credits or other awards for oneor more plays of one or more secondary games. The secondary gametypically enables an award to be obtained addition to any award obtainedthrough play of the primary game(s). The secondary game(s) typicallyproduces a higher level of player excitement than the primary game(s)because the secondary game(s) provides a greater expectation of winningthan the primary game(s) and is accompanied with more attractive orunusual features than the primary game(s). The secondary game(s) may beany type of suitable game, either similar to or completely differentfrom the primary game.

In various embodiments, the gaming system automatically provides orinitiates the secondary game upon the occurrence of a triggering eventor the satisfaction of a qualifying condition. In other embodiments, thegaming system initiates the secondary game upon the occurrence of thetriggering event or the satisfaction of the qualifying condition andupon receipt of an initiation input. In certain embodiments, thetriggering event or qualifying condition is a selected outcome in theprimary game(s) or a particular arrangement of one or more indicia on adisplay device for a play of the primary game(s), such as a “BONUS”symbol appearing on three adjacent reels along a payline following aspin of the reels for a play of the primary game. In other embodiments,the triggering event or qualifying condition occurs based on a certainamount of game play (such as number of games, number of credits, amountof time) being exceeded, or based on a specified number of points beingearned during game play. Any suitable triggering event or qualifyingcondition or any suitable combination of a plurality of differenttriggering events or qualifying conditions may be employed.

In other embodiments, at least one processor of the gaming systemrandomly determines when to provide one or more plays of one or moresecondary games. In one such embodiment, no apparent reason is providedfor providing the secondary game. In this embodiment, qualifying for asecondary game is not triggered by the occurrence of an event in anyprimary game or based specifically on any of the plays of any primarygame. That is, qualification is provided without any explanation or,alternatively, with a simple explanation. In another such embodiment,the gaming system determines qualification for a secondary game at leastpartially based on a game triggered or symbol triggered event, such asat least partially based on play of a primary game.

In various embodiments, after qualification for a secondary game hasbeen determined, the secondary game participation may be enhancedthrough continued play on the primary game. Thus, in certainembodiments, for each secondary game qualifying event, such as asecondary game symbol, that is obtained, a given number of secondarygame wagering points or credits is accumulated in a “secondary gamemeter” configured to accrue the secondary game wagering credits orentries toward eventual participation in the secondary game. In one suchembodiment, the occurrence of multiple such secondary game qualifyingevents in the primary game results in an arithmetic or exponentialincrease in the number of secondary game wagering credits awarded. Inanother such embodiment, any extra secondary game wagering credits maybe redeemed during the secondary game to extend play of the secondarygame.

In certain embodiments, no separate entry fee or buy-in for thesecondary game is required. That is, entry into the secondary gamecannot be purchased; rather, in these embodiments entry must be won orearned through play of the primary game, thereby encouraging play of theprimary game. In other embodiments, qualification for the secondary gameis accomplished through a simple “buy-in.” For example, qualificationthrough other specified activities is unsuccessful, payment of a fee orplacement of an additional wager “buys-in” to the secondary game. Incertain embodiments, a separate side wager must be placed on thesecondary game or a wager of a designated amount must be placed on theprimary game to enable qualification for the secondary game. In theseembodiments, the secondary game triggering event must occur and the sidewager (or designated primary game wager amount) must have been placedfor the secondary game to trigger.

In various embodiments in which the gaming system includes a pluralityof EGMs, the EGMs are configured to communicate with one another toprovide a group gaming environment. In certain such embodiments, theEGMs enable players of those EGMs to work in conjunction with oneanother, such as by enabling the players to play together as a team orgroup, to win one or more awards. In other such embodiments, the EGMsenable players of those EGMs to compete against one another for one ormore awards. In one such embodiment, the EGMs enable the players ofthose EGMs to participate in one or more gaming tournaments for one ormore awards. Examples of group gaming systems are described in U.S. Pat.No. 8,070,583, entitled “Server Based Gaming System and Method forSelectively Providing One or More Different Tournaments”; U.S. Pat. No.8,500,548, entitled “Gaming System and Method for Providing TeamProgressive Awards”; and U.S. Pat. No. 8,562,423, entitled “Method andApparatus for Rewarding Multiple Game Players for a Single Win”.

In various embodiments, the gaming system includes one or more playertracking systems. Such player tracking systems enable operators of thegaming system (such as casinos or other gaming establishments) torecognize the value of customer loyalty by identifying frequentcustomers and rewarding them for their patronage. Such a player trackingsystem is configured to track a player's gaming activity. In one suchembodiment, the player tracking system does so through the use of playertracking cards. In this embodiment, a player is issued a playeridentification card that has an encoded player identification numberthat uniquely identifies the player. When the player's playing trackingcard is inserted into a card reader of the gaming system to begin agaming session, the card reader reads the player identification numberoff the player tracking card to identify the player. The gaming systemtimely tracks any suitable information or data relating to theidentified player's gaming session. The gaming system also timely trackswhen the player tracking card is removed to conclude play for thatgaming session. In another embodiment, rather than requiring insertionof a player tracking card into the card reader, the gaming systemutilizes one or more portable devices, such as a mobile phone, a radiofrequency identification tag, or any other suitable wireless device, totrack when a gaming session begins and ends. In another embodiment, thegaming system utilizes any suitable biometric technology or tickettechnology to track when a gaming session begins and ends.

In such embodiments, during one or more gaming sessions, the gamingsystem tracks any suitable information or data, such as any amountswagered, average wager amounts, and/or the time at which these wagersare placed. In different embodiments, for one or more players, theplayer tracking system includes the player's account number, theplayer's card number, the player's first name, the player's surname, theplayer's preferred name, the player's player tracking ranking, anypromotion status associated with the player's player tracking card, theplayer's address, the player's birthday, the player's anniversary, theplayer's recent gaming sessions, or any other suitable data. In variousembodiments, such tracked information and/or any suitable featureassociated with the player tracking system is displayed on a playertracking display. In various embodiments, such tracked informationand/or any suitable feature associated with the player tracking systemis displayed via one or more service windows that are displayed on thecentral display device and/or the upper display device. Examples ofplayer tracking systems are described in U.S. Pat. No. 6,722,985,entitled “Universal Player Tracking System”; U.S. Pat. No. 6,908,387,entitled “Player Tracking Communication Mechanisms in a Gaming Machine”;U.S. Pat. No. 7,311,605, entitled “Player Tracking Assembly for CompletePatron Tracking for Both Gaming and Non-Gaming Casino Activity”; U.S.Pat. No. 7,611,411, entitled “Player Tracking Instruments HavingMultiple Communication Modes”; U.S. Pat. No. 7,617,151, entitled“Alternative Player Tracking Techniques”; and U.S. Pat. No. 8,057,298,entitled “Virtual Player Tracking and Related Services”.

Web-Based Gaming

In various embodiments, the gaming system includes one or more serversconfigured to communicate with a personal gaming device—such as asmartphone, a tablet computer, a desktop computer, or a laptopcomputer—to enable web-based game play using the personal gaming device.In various embodiments, the player must first access a gaming websitevia an Internet browser of the personal gaming device or execute anapplication (commonly called an “app”) installed on the personal gamingdevice before the player can use the personal gaming device toparticipate in web-based game play. In certain embodiments, the one ormore servers and the personal gaming device operate in a thin-clientenvironment. In these embodiments, the personal gaming device receivesinputs via one or more input devices (such as a touch screen and/orphysical buttons), the personal gaming device sends the received inputsto the one or more servers, the one or more servers make variousdeterminations based on the inputs and determine content to be displayed(such as a randomly determined game outcome and corresponding award),the one or more servers send the content to the personal gaming device,and the personal gaming device displays the content.

In certain such embodiments, the one or more servers must identify theplayer before enabling game play on the personal gaming device (or, insome embodiments, before enabling monetary wager-based game play on thepersonal gaming device). In these embodiments, the player must identifyherself to the one or more servers, such as by inputting the player'sunique username and password combination (or in any other mannersdescribed above.

Once identified, the one or more servers enable the player to establishan account balance from which the player can draw credits usable towager on plays of a game. In certain embodiments, the one or moreservers enable the player to initiate an electronic funds transfer totransfer funds from a bank account to the player's account balance. Inother embodiments, the one or more servers enable the player to make apayment using the player's credit card, debit card, or other suitabledevice to add money to the player's account balance. In otherembodiments, the one or more servers enable the player to add money tothe player's account balance via a peer-to-peer type application, suchas PayPal or Venmo. The one or more servers also enable the player tocash out the player's account balance (or part of it) in any suitablemanner, such as via an electronic funds transfer or by initiatingcreation of a paper check that is mailed to the player.

In certain embodiments, the one or more servers include a payment serverthat handles establishing and cashing out players' account balances anda separate game server configured to determine the outcome and anyassociated award for a play of a game. In these embodiments, the gameserver is configured to communicate with the personal gaming device andthe payment device, and the personal gaming device and the paymentdevice are not configured to directly communicate with one another. Inthese embodiments, when the game server receives data representing arequest to start a play of a game at a desired wager, the game serversends data representing the desired wager to the payment server. Thepayment server determines whether the player's account balance can coverthe desired wager (i.e., includes a monetary balance at least equal tothe desired wager).

If the payment server determines that the player's account balancecannot cover the desired wager, the payment server notifies the gameserver, which then instructs the personal gaming device to display asuitable notification to the player that the player's account balance istoo low to place the desired wager. If the payment server determinesthat the player's account balance can cover the desired wager, thepayment server deducts the desired wager from the account balance andnotifies the game server. The game server then determines an outcome andany associated award for the play of the game. The game server notifiesthe payment server of any nonzero award, and the payment serverincreases the player's account balance by the nonzero award. The gameserver sends data representing the outcome and any award to the personalgaming device, which displays the outcome and any award.

In certain embodiments, the one or more servers enable web-based gameplay using a personal gaming device only if the personal gaming devicesatisfies one or more jurisdictional requirements. In one embodiment,the one or more servers enable web-based game play using the personalgaming device only if the personal gaming device is located within adesignated geographic area (such as within certain state or countylines). In this embodiment, the geolocation module of the personalgaming device determines the location of the personal gaming device andsends the location to the one or more servers, which determine whetherthe personal gaming device is located within the designated geographicarea. In various embodiments, the one or more servers enablenon-monetary wager-based game play if the personal gaming device islocated outside of the designated geographic area.

In various embodiments, the gaming system includes an EGM configured tocommunicate with a personal gaming device—such as a smartphone, a tabletcomputer, a desktop computer, or a laptop computer—to enable tetheredmobile game play using the personal gaming device. Generally, in theseembodiments, the EGM establishes communication with the personal gamingdevice and enables the player to play games on the EGM remotely via thepersonal gaming device. In certain embodiments, the gaming systemincludes a geo-fence system that enables tethered game play within aparticular geographic area but not outside of that geographic area.Examples of tethering an EGM to a personal gaming device and geo-fencingare described in U.S. Patent Appl. Pub. No. 2013/0267324, entitled“Remote Gaming Method Allowing Temporary Inactivation WithoutTerminating Playing Session Due to Game Inactivity”.

Social Network Integration

In certain embodiments, the gaming system is configured to communicatewith a social network server that hosts or partially hosts a socialnetworking website via a data network (such as the Internet) tointegrate a player's gaming experience with the player's socialnetworking account. This enables the gaming system to send certaininformation to the social network server that the social network servercan use to create content (such as text, an image, and/or a video) andpost it to the player's wall, newsfeed, or similar area of the socialnetworking website accessible by the player's connections (and incertain cases the public) such that the player's connections can viewthat information. This also enables the gaming system to receive certaininformation from the social network server, such as the player's likesor dislikes or the player's list of connections. In certain embodiments,the gaming system enables the player to link the player's player accountto the player's social networking account(s). This enables the gamingsystem to, once it identifies the player and initiates a gaming session(such as via the player logging in to a website (or an application) onthe player's personal gaming device or via the player inserting theplayer's player tracking card into an EGM), link that gaming session tothe player's social networking account(s). In other embodiments, thegaming system enables the player to link the player's social networkingaccount(s) to individual gaming sessions when desired by providing therequired login information.

For instance, in one embodiment, if a player wins a particular award(e.g., a progressive award or a jackpot award) or an award that exceedsa certain threshold (e.g., an award exceeding $1,000), the gaming systemsends information about the award to the social network server to enablethe server to create associated content (such as a screenshot of theoutcome and associated award) and to post that content to the player'swall (or other suitable area) of the social networking website for theplayer's connections to see (and to entice them to play). In anotherembodiment, if a player joins a multiplayer game and there is anotherseat available, the gaming system sends that information to the socialnetwork sever to enable the server to create associated content (such astext indicating a vacancy for that particular game) and to post thatcontent to the player's wall (or other suitable area) of the socialnetworking website for the player's connections to see (and to enticethem to fill the vacancy). In another embodiment, if the playerconsents, the gaming system sends advertisement information or offerinformation to the social network server to enable the social networkserver to create associated content (such as text or an image reflectingan advertisement and/or an offer) and to post that content to theplayer's wall (or other suitable area) of the social networking websitefor the player's connections to see. In another embodiment, the gamingsystem enables the player to recommend a game to the player'sconnections by posting a recommendation to the player's wall (or othersuitable area) of the social networking website.

Differentiating Certain Gaming Systems from General Purpose ComputingDevices

Certain of the gaming systems described herein, such as EGMs located ina casino or another gaming establishment, include certain componentsand/or are configured to operate in certain manners that differentiatethese systems from general purpose computing devices, i.e., certainpersonal gaming devices such as desktop computers and laptop computers.

For instance, EGMs are highly regulated to ensure fairness and, in manycases, EGMs are configured to award monetary awards up to multiplemillions of dollars. To satisfy security and regulatory requirements ina gaming environment, hardware and/or software architectures areimplemented in EGMs that differ significantly from those of generalpurpose computing devices. For purposes of illustration, a descriptionof EGMs relative to general purpose computing devices and some examplesof these additional (or different) hardware and/or softwarearchitectures found in EGMs are described below.

At first glance, one might think that adapting general purpose computingdevice technologies to the gaming industry and EGMs would be a simpleproposition because both general purpose computing devices and EGMsemploy processors that control a variety of devices. However, due to atleast: (1) the regulatory requirements placed on EGMs, (2) the harshenvironment in which EGMs operate, (3) security requirements, and (4)fault tolerance requirements, adapting general purpose computing devicetechnologies to EGMs can be quite difficult. Further, techniques andmethods for solving a problem in the general purpose computing deviceindustry, such as device compatibility and connectivity issues, mightnot be adequate in the gaming industry. For instance, a fault or aweakness tolerated in a general purpose computing device, such assecurity holes in software or frequent crashes, is not tolerated in anEGM because in an EGM these faults can lead to a direct loss of fundsfrom the EGM, such as stolen cash or loss of revenue when the EGM is notoperating properly or when the random outcome determination ismanipulated.

Certain differences between general purpose computing devices and EGMsare described below. A first difference between EGMs and general purposecomputing devices is that EGMs are state-based systems. A state-basedsystem stores and maintains its current state in a non-volatile memorysuch that, in the event of a power failure or other malfunction, thestate-based system can return to that state when the power is restoredor the malfunction is remedied. For instance, for a state-based EGM, ifthe EGM displays an award for a game of chance but the power to the EGMfails before the EGM provides the award to the player, the EGM storesthe pre-power failure state in a non-volatile memory, returns to thatstate upon restoration of power, and provides the award to the player.This requirement affects the software and hardware design on EGMs.General purpose computing devices are not state-based machines, and amajority of data is usually lost when a malfunction occurs on a generalpurpose computing device.

A second difference between EGMs and general purpose computing devicesis that, for regulatory purposes, the software on the EGM utilized tooperate the EGM has been designed to be static and monolithic to preventcheating by the operator of the EGM. For instance, one solution that hasbeen employed in the gaming industry to prevent cheating and to satisfyregulatory requirements has been to manufacture an EGM that can use aproprietary processor running instructions to provide the game of chancefrom an EPROM or other form of non-volatile memory. The codinginstructions on the EPROM are static (non-changeable) and must beapproved by a gaming regulators in a particular jurisdiction andinstalled in the presence of a person representing the gamingjurisdiction. Any changes to any part of the software required togenerate the game of chance, such as adding a new device driver used tooperate a device during generation of the game of chance, can requireburning a new EPROM approved by the gaming jurisdiction and reinstallingthe new EPROM on the EGM in the presence of a gaming regulator.Regardless of whether the EPROM solution is used, to gain approval inmost gaming jurisdictions, an EGM must demonstrate sufficient safeguardsthat prevent an operator or a player of an EGM from manipulating theEGM's hardware and software in a manner that gives him an unfair, and insome cases illegal, advantage.

A third difference between EGMs and general purpose computing devices isauthentication—EGMs storing code are configured to authenticate the codeto determine if the code is unaltered before executing the code. If thecode has been altered, the EGM prevents the code from being executed.The code authentication requirements in the gaming industry affect bothhardware and software designs on EGMs. Certain EGMs use hash functionsto authenticate code. For instance, one EGM stores game program code, ahash function, and an authentication hash (which may be encrypted).Before executing the game program code, the EGM hashes the game programcode using the hash function to obtain a result hash and compares theresult hash to the authentication hash. If the result hash matches theauthentication hash, the EGM determines that the game program code isvalid and executes the game program code. If the result hash does notmatch the authentication hash, the EGM determines that the game programcode has been altered (i.e., may have been tampered with) and preventsexecution of the game program code. Examples of EGM code authenticationare described in U.S. Pat. No. 6,962,530, entitled “Authentication in aSecure Computerized Gaming System”; U.S. Pat. No. 7,043,641, entitled“Encryption in a Secure Computerized Gaming System”; U.S. Pat. No.7,201,662, entitled “Method and Apparatus for Software Authentication”;and U.S. Pat. No. 8,627,097, entitled “System and Method EnablingParallel Processing of Hash Functions Using Authentication CheckpointHashes”.

A fourth difference between EGMs and general purpose computing devicesis that EGMs have unique peripheral device requirements that differ fromthose of a general purpose computing device, such as peripheral devicesecurity requirements not usually addressed by general purpose computingdevices. For instance, monetary devices, such as coin dispensers, billvalidators, and ticket printers and computing devices that are used togovern the input and output of cash or other items having monetary value(such as tickets) to and from an EGM have security requirements that arenot typically addressed in general purpose computing devices. Therefore,many general purpose computing device techniques and methods developedto facilitate device connectivity and device compatibility do notaddress the emphasis placed on security in the gaming industry.

To address some of the issues described above, a number ofhardware/software components and architectures are utilized in EGMs thatare not typically found in general purpose computing devices. Thesehardware/software components and architectures, as described below inmore detail, include but are not limited to watchdog timers, voltagemonitoring systems, state-based software architecture and supportinghardware, specialized communication interfaces, security monitoring, andtrusted memory.

Certain EGMs use a watchdog timer to provide a software failuredetection mechanism. In a normally-operating EGM, the operating softwareperiodically accesses control registers in the watchdog timer subsystemto “re-trigger” the watchdog. Should the operating software fail toaccess the control registers within a preset timeframe, the watchdogtimer will timeout and generate a system reset. Typical watchdog timercircuits include a loadable timeout counter register to enable theoperating software to set the timeout interval within a certain range oftime. A differentiating feature of some circuits is that the operatingsoftware cannot completely disable the function of the watchdog timer.In other words, the watchdog timer always functions from the time poweris applied to the board.

Certain EGMs use several power supply voltages to operate portions ofthe computer circuitry. These can be generated in a central power supplyor locally on the computer board. If any of these voltages falls out ofthe tolerance limits of the circuitry they power, unpredictableoperation of the EGM may result. Though most modern general purposecomputing devices include voltage monitoring circuitry, these types ofcircuits only report voltage status to the operating software. Out oftolerance voltages can cause software malfunction, creating a potentialuncontrolled condition in the general purpose computing device. CertainEGMs have power supplies with relatively tighter voltage margins thanthat required by the operating circuitry. In addition, the voltagemonitoring circuitry implemented in certain EGMs typically has twothresholds of control. The first threshold generates a software eventthat can be detected by the operating software and an error conditionthen generated. This threshold is triggered when a power supply voltagefalls out of the tolerance range of the power supply, but is stillwithin the operating range of the circuitry. The second threshold is setwhen a power supply voltage falls out of the operating tolerance of thecircuitry. In this case, the circuitry generates a reset, haltingoperation of the EGM.

As described above, certain EGMs are state-based machines. Differentfunctions of the game provided by the EGM (e.g., bet, play, result,points in the graphical presentation, etc.) may be defined as a state.When the EGM moves a game from one state to another, the EGM storescritical data regarding the game software in a custom non-volatilememory subsystem. This ensures that the player's wager and credits arepreserved and to minimize potential disputes in the event of amalfunction on the EGM. In general, the EGM does not advance from afirst state to a second state until critical information that enablesthe first state to be reconstructed has been stored. This featureenables the EGM to recover operation to the current state of play in theevent of a malfunction, loss of power, etc. that occurred just beforethe malfunction. In at least one embodiment, the EGM is configured tostore such critical information using atomic transactions.

Generally, an atomic operation in computer science refers to a set ofoperations that can be combined so that they appear to the rest of thesystem to be a single operation with only two possible outcomes: successor failure. As related to data storage, an atomic transaction may becharacterized as series of database operations which either all occur,or all do not occur. A guarantee of atomicity prevents updates to thedatabase occurring only partially, which can result in data corruption.

To ensure the success of atomic transactions relating to criticalinformation to be stored in the EGM memory before a failure event (e.g.,malfunction, loss of power, etc.), memory that includes one or more ofthe following criteria be used: direct memory access capability; dataread/write capability which meets or exceeds minimum read/write accesscharacteristics (such as at least 5.08 Mbytes/sec (Read) and/or at least38.0 Mbytes/sec (Write)). Memory devices that meet or exceed the abovecriteria may be referred to as “fault-tolerant” memory devices.

Typically, battery-backed RAM devices may be configured to function asfault-tolerant devices according to the above criteria, whereas flashRAM and/or disk drive memory are typically not configurable to functionas fault-tolerant devices according to the above criteria. Accordingly,battery-backed RAM devices are typically used to preserve EGM criticaldata, although other types of non-volatile memory devices may beemployed. These memory devices are typically not used in typical generalpurpose computing devices.

Thus, in at least one embodiment, the EGM is configured to storecritical information in fault-tolerant memory (e.g., battery-backed RAMdevices) using atomic transactions. Further, in at least one embodiment,the fault-tolerant memory is able to successfully complete all desiredatomic transactions (e.g., relating to the storage of EGM criticalinformation) within a time period of 200 milliseconds or less. In atleast one embodiment, the time period of 200 milliseconds represents amaximum amount of time for which sufficient power may be available tothe various EGM components after a power outage event has occurred atthe EGM.

As described previously, the EGM may not advance from a first state to asecond state until critical information that enables the first state tobe reconstructed has been atomically stored. After the state of the EGMis restored during the play of a game of chance, game play may resumeand the game may be completed in a manner that is no different than ifthe malfunction had not occurred. Thus, for example, when a malfunctionoccurs during a game of chance, the EGM may be restored to a state inthe game of chance just before when the malfunction occurred. Therestored state may include metering information and graphicalinformation that was displayed on the EGM in the state before themalfunction. For example, when the malfunction occurs during the play ofa card game after the cards have been dealt, the EGM may be restoredwith the cards that were previously displayed as part of the card game.As another example, a bonus game may be triggered during the play of agame of chance in which a player is required to make a number ofselections on a video display screen. When a malfunction has occurredafter the player has made one or more selections, the EGM may berestored to a state that shows the graphical presentation just beforethe malfunction including an indication of selections that have alreadybeen made by the player. In general, the EGM may be restored to anystate in a plurality of states that occur in the game of chance thatoccurs while the game of chance is played or to states that occurbetween the play of a game of chance.

Game history information regarding previous games played such as anamount wagered, the outcome of the game, and the like may also be storedin a non-volatile memory device. The information stored in thenon-volatile memory may be detailed enough to reconstruct a portion ofthe graphical presentation that was previously presented on the EGM andthe state of the EGM (e.g., credits) at the time the game of chance wasplayed. The game history information may be utilized in the event of adispute. For example, a player may decide that in a previous game ofchance that they did not receive credit for an award that they believedthey won. The game history information may be used to reconstruct thestate of the EGM before, during, and/or after the disputed game todemonstrate whether the player was correct or not in the player'sassertion. Examples of a state-based EGM, recovery from malfunctions,and game history are described in U.S. Pat. No. 6,804,763, entitled“High Performance Battery Backed RAM Interface”; U.S. Pat. No.6,863,608, entitled “Frame Capture of Actual Game Play”; U.S. Pat. No.7,111,141, entitled “Dynamic NV-RAM”; and U.S. Pat. No. 7,384,339,entitled, “Frame Capture of Actual Game Play”.

Another feature of EGMs is that they often include unique interfaces,including serial interfaces, to connect to specific subsystems internaland external to the EGM. The serial devices may have electricalinterface requirements that differ from the “standard” EIA serialinterfaces provided by general purpose computing devices. Theseinterfaces may include, for example, Fiber Optic Serial, opticallycoupled serial interfaces, current loop style serial interfaces, etc. Inaddition, to conserve serial interfaces internally in the EGM, serialdevices may be connected in a shared, daisy-chain fashion in whichmultiple peripheral devices are connected to a single serial channel.

The serial interfaces may be used to transmit information usingcommunication protocols that are unique to the gaming industry. Forexample, IGT's Netplex is a proprietary communication protocol used forserial communication between EGMs. As another example, SAS is acommunication protocol used to transmit information, such as meteringinformation, from an EGM to a remote device. Often SAS is used inconjunction with a player tracking system.

Certain EGMs may alternatively be treated as peripheral devices to acasino communication controller and connected in a shared daisy chainfashion to a single serial interface. In both cases, the peripheraldevices are assigned device addresses. If so, the serial controllercircuitry must implement a method to generate or detect unique deviceaddresses. General purpose computing device serial ports are not able todo this.

Security monitoring circuits detect intrusion into an EGM by monitoringsecurity switches attached to access doors in the EGM cabinet. Accessviolations result in suspension of game play and can trigger additionalsecurity operations to preserve the current state of game play. Thesecircuits also function when power is off by use of a battery backup. Inpower-off operation, these circuits continue to monitor the access doorsof the EGM. When power is restored, the EGM can determine whether anysecurity violations occurred while power was off, e.g., via software forreading status registers. This can trigger event log entries and furtherdata authentication operations by the EGM software.

Trusted memory devices and/or trusted memory sources are included in anEGM to ensure the authenticity of the software that may be stored onless secure memory subsystems, such as mass storage devices. Trustedmemory devices and controlling circuitry are typically designed to notenable modification of the code and data stored in the memory devicewhile the memory device is installed in the EGM. The code and datastored in these devices may include authentication algorithms, randomnumber generators, authentication keys, operating system kernels, etc.The purpose of these trusted memory devices is to provide gamingregulatory authorities a root trusted authority within the computingenvironment of the EGM that can be tracked and verified as original.This may be accomplished via removal of the trusted memory device fromthe EGM computer and verification of the secure memory device contentsis a separate third party verification device. Once the trusted memorydevice is verified as authentic, and based on the approval of theverification algorithms included in the trusted device, the EGM isenabled to verify the authenticity of additional code and data that maybe located in the gaming computer assembly, such as code and data storedon hard disk drives. Examples of trusted memory devices are described inU.S. Pat. No. 6,685,567, entitled “Process Verification”.

In at least one embodiment, at least a portion of the trusted memorydevices/sources may correspond to memory that cannot easily be altered(e.g., “unalterable memory”) such as EPROMS, PROMS, Bios, Extended Bios,and/or other memory sources that are able to be configured, verified,and/or authenticated (e.g., for authenticity) in a secure and controlledmanner.

According to one embodiment, when a trusted information source is incommunication with a remote device via a network, the remote device mayemploy a verification scheme to verify the identity of the trustedinformation source. For example, the trusted information source and theremote device may exchange information using public and privateencryption keys to verify each other's identities. In anotherembodiment, the remote device and the trusted information source mayengage in methods using zero knowledge proofs to authenticate each oftheir respective identities.

EGMs storing trusted information may utilize apparatuses or methods todetect and prevent tampering. For instance, trusted information storedin a trusted memory device may be encrypted to prevent its misuse. Inaddition, the trusted memory device may be secured behind a locked door.Further, one or more sensors may be coupled to the memory device todetect tampering with the memory device and provide some record of thetampering. In yet another example, the memory device storing trustedinformation might be designed to detect tampering attempts and clear orerase itself when an attempt at tampering has been detected. Examples oftrusted memory devices/sources are described in U.S. Pat. No. 7,515,718,entitled “Secured Virtual Network in a Gaming Environment”.

Mass storage devices used in a general purpose computing devicestypically enable code and data to be read from and written to the massstorage device. In a gaming environment, modification of the gaming codestored on a mass storage device is strictly controlled and would only beenabled under specific maintenance type events with electronic andphysical enablers required. Though this level of security could beprovided by software, EGMs that include mass storage devices includehardware level mass storage data protection circuitry that operates atthe circuit level to monitor attempts to modify data on the mass storagedevice and will generate both software and hardware error triggersshould a data modification be attempted without the proper electronicand physical enablers being present. Examples of using a mass storagedevice are described in U.S. Pat. No. 6,149,522, entitled “Method ofAuthenticating Game Data Sets in an Electronic Casino Gaming System”.

Various changes and modifications to the present embodiments describedherein will be apparent to those skilled in the art. Such changes andmodifications can be made without departing from the spirit and scope ofthe present subject matter and without diminishing its intendedtechnical scope. It is therefore intended that such changes andmodifications be covered by the appended claims.

The invention is claimed as follows:
 1. A device comprising: a biometricdata capture device; a processor; and a memory device that stores aplurality of instructions that, when executed by the processor, causethe processor to: obtain, via the biometric data capture device, firstbiometric data of an unidentified user, receive second biometric data ofan identified user associated with a mobile device, wherein the secondbiometric data is obtained via a biometric data capture device of themobile device, and responsive to the first biometric data correspondingto the second biometric data, cause a designation of the unidentifieduser as the identified user of the mobile device.
 2. The device of claim1, wherein the memory device comprises a plurality of furtherinstructions that, when executed by the processor, cause the processorto obtain the first biometric data responsive to receiving the secondbiometric data from the mobile device.
 3. The device of claim 1, whereinthe memory device comprises a plurality of further instructions that,when executed by the processor responsive to the first biometric datacorresponding to the second biometric data, cause the processor to causethe identified user of the mobile device to be automatically logged intoa loyalty system from the device.
 4. The device of claim 1, wherein thebiometric data capture device is part of a gaming establishment device.5. The device of claim 4, wherein the gaming establishment devicecomprises any of an electronic gaming machine and a player trackingunit.
 6. The device of claim 1, wherein the biometric data capturedevice is part of a retail point-of-sale terminal.
 7. The device ofclaim 6, wherein the retail point-of-sale terminal is associated with agaming establishment.
 8. The device of claim 1, wherein the memorydevice comprises a plurality of further instructions that, when executedby the processor responsive to the first biometric data notcorresponding to the second biometric data, cause the processor to causedata to be communicated to the mobile device, wherein the communicateddata results in a mobile device application of the mobile devicedisplaying a message that the user of the mobile device needs toidentify themselves to the device.
 9. The device of claim 1, wherein thefirst biometric data corresponds to the second biometric data responsiveto a determination that at least a designated percentage of the datamatch, the designated percentage being less than one-hundred percent ofthe data matching.
 10. A system comprising: a processor; and a memorydevice that stores a plurality of instructions that, when executed bythe processor, cause the processor to: receive, from a first device,first biometric data of an unidentified user, wherein the firstbiometric data is obtained via a first biometric data capture device ofthe first device, receive second biometric data of an identified userassociated with a mobile device, wherein the mobile device is distinctfrom the first device and the second biometric data is obtained via asecond biometric data capture device of the mobile device, andresponsive to the first biometric data corresponding to the secondbiometric data, cause a designation of the unidentified user as theidentified user of the mobile device.
 11. The system of claim 10,wherein at least one of: the first biometric data comprises first facialrecognition data and the second biometric data comprises second facialrecognition data.
 12. A method of operating a device, the methodcomprising: obtaining, via a biometric data capture device, firstbiometric data of an unidentified user, receiving second biometric dataof an identified user associated with a mobile device, wherein thesecond biometric data is obtained via a biometric data capture device ofthe mobile device, and responsive to the first biometric datacorresponding to the second biometric data, causing, by a processor, adesignation of the unidentified user as the identified user of themobile device.
 13. The method of claim 12, further comprising obtainingthe first biometric data responsive to receiving the second biometricdata from the mobile device.
 14. The method of claim 12, furthercomprising, responsive to the first biometric data corresponding to thesecond biometric data, causing, by the processor, the identified user ofthe mobile device to be automatically logged into a loyalty system fromthe device.
 15. The method of claim 12, wherein the biometric datacapture device is part of a gaming establishment device.
 16. The methodof claim 15, wherein the gaming establishment device comprises any of anelectronic gaming machine and a player tracking unit.
 17. The method ofclaim 12, wherein the biometric data capture device is part of a retailpoint-of-sale terminal.
 18. The method of claim 17, wherein the retailpoint-of-sale terminal is associated with a gaming establishment. 19.The method of claim 12, further comprising, responsive to the firstbiometric data not corresponding to the second biometric data, causingdata to be communicated to the mobile device, wherein the communicateddata results in a mobile device application of the mobile devicedisplaying a message that the user of the mobile device needs toidentify themselves to the device.
 20. The method of claim 12, whereinthe first biometric data corresponds to the second biometric dataresponsive to a determination that at least a designated percentage ofthe data match, the designated percentage being less than one-hundredpercent of the data matching.